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Combat: implement immediate-resolution monster ability effects
Wires up the ability effects that resolve fully within applyAbility with no new persistent state: damage riders (bonus_damage, aoe/aoe_fire/ death_aoe, execute) via the shared calcDamage formula, self_heal, and flavor-only placeholders for effects still pending per-fight state. Works in both auto-resolve and the turn engine since both call applyAbility. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -469,6 +469,8 @@ func combatDegradation(result CombatResult, equip map[EquipmentSlot]*AdvEquipmen
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damage[SlotHelmet] += 1 + rand.IntN(2)
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case ev.Actor == "enemy" && ev.Action == "cleave":
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damage[SlotArmor] += 2 + rand.IntN(3)
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case ev.Actor == "enemy" && (ev.Action == "bonus_damage" || ev.Action == "aoe" || ev.Action == "execute"):
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damage[SlotArmor] += 1 + rand.IntN(2)
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case ev.Actor == "enemy" && ev.Action == "lifesteal":
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damage[SlotArmor] += 1 + rand.IntN(2)
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case ev.Actor == "player" && (ev.Action == "hit" || ev.Action == "crit"):
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