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applyPendingCast resolves c.PendingCast against the upcoming fight before
SimulateCombat. Damage spells (Fire Bolt, Burning Hands, Magic Missile,
Fireball, etc.) emit a pre-combat spell_cast event via new
CombatModifiers.SpellPreDamage{,Desc}. Control spells (Hold Person, Sleep,
Command) set SpellEnemySkipFirst so the engine skips the enemy's round-1
attack with a spell_held event; Hold-family also primes AutoCritFirst.
Buffs (Mage Armor, Bless, Hunter's Mark, Shield of Faith, Aid, Spiritual
Weapon, Mirror Image, Greater Invisibility) fold into stats/mods directly.
Concentration-on-damage break is left for Phase 11 (turn-based bosses);
ConcentrationSpell persists across fights until manually dropped.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
245 lines
7.4 KiB
Go
245 lines
7.4 KiB
Go
package plugin
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import (
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"fmt"
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"log/slog"
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"math/rand/v2"
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"maunium.net/go/mautrix/id"
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)
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// Phase 9 SP3 — combat-time resolution of pending spell casts.
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//
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// applyPendingCast consumes c.PendingCast (queued by !cast in dnd_cast.go)
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// and folds the spell's effect into playerStats / playerMods / enemyStats
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// before SimulateCombat begins. Damage spells emit a "spell_cast" pre-combat
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// event via Mods.SpellPreDamage{,Desc}; control spells set
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// Mods.SpellEnemySkipFirst (and AutoCritFirst on Hold Person family); buffs
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// mutate stats directly.
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//
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// Concentration is left untouched — it persists across fights until the
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// player drops it manually or casts a replacing concentration spell. The
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// concentration-on-damage-break check is deferred to Phase 11 (turn-based
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// boss combat).
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//
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// Pending cast is consumed regardless of outcome (a wasted cantrip miss is
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// still a cantrip; a wasted slot-spell miss already debited the slot at
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// !cast time).
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func applyPendingCast(
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userID id.UserID,
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c *DnDCharacter,
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playerStats *CombatStats,
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playerMods *CombatModifiers,
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enemyStats *CombatStats,
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) {
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if c == nil || c.PendingCast == "" {
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return
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}
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pc, ok := decodePendingCast(c.PendingCast)
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if !ok {
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c.PendingCast = ""
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_ = SaveDnDCharacter(c)
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return
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}
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spell, ok := lookupSpell(pc.SpellID)
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if !ok {
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c.PendingCast = ""
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_ = SaveDnDCharacter(c)
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return
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}
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dc := spellSaveDC(c)
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atk := spellAttackBonus(c)
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switch spell.Effect {
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case EffectDamageAttack:
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applySpellDamageAttack(spell, atk, playerMods, enemyStats, pc.SlotLevel, c.Level)
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case EffectDamageSave:
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applySpellDamageSave(spell, dc, c, playerMods, enemyStats, pc.SlotLevel)
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case EffectDamageAuto:
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applySpellDamageAuto(spell, playerMods, pc.SlotLevel, c.Level)
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case EffectControl:
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applySpellControl(spell, dc, playerMods, enemyStats, pc.SlotLevel)
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case EffectBuffSelf, EffectBuffAlly:
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applySpellBuff(spell, c, playerStats, playerMods, pc.SlotLevel)
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}
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c.PendingCast = ""
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if err := SaveDnDCharacter(c); err != nil {
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slog.Error("dnd: clear pending_cast failed", "user", userID, "err", err)
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}
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}
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// applySpellDamageAttack — Fire Bolt, Inflict Wounds, Chill Touch, etc.
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// Roll d20 + spell attack vs enemy AC; nat 20 doubles dice damage.
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func applySpellDamageAttack(spell SpellDefinition, atk int, mods *CombatModifiers, enemy *CombatStats, slot, charLevel int) {
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roll := 1 + rand.IntN(20)
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isCrit := roll == 20
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isFumble := roll == 1
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if isFumble || (!isCrit && roll+atk < enemy.AC) {
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mods.SpellPreDamageDesc = spell.Name + " — missed"
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return
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}
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dmg := rollSpellDamageDice(spell, slot, charLevel)
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if isCrit {
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dmg *= 2
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}
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mods.SpellPreDamage += dmg
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if isCrit {
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mods.SpellPreDamageDesc = spell.Name + " — crit!"
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} else {
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mods.SpellPreDamageDesc = spell.Name
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}
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}
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// applySpellDamageSave — Burning Hands, Fireball, Sacred Flame, etc.
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// Enemy rolls a save (heuristic mod = enemy.AttackBonus / 2) vs spell DC.
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// Half damage on success, full on fail. AoE flag is moot — we have one enemy.
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func applySpellDamageSave(spell SpellDefinition, dc int, c *DnDCharacter, mods *CombatModifiers, enemy *CombatStats, slot int) {
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saveMod := enemy.AttackBonus / 2
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saveRoll := 1 + rand.IntN(20)
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saved := saveRoll+saveMod >= dc
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dmg := rollSpellDamageDice(spell, slot, c.Level)
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if saved {
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dmg /= 2
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if dmg < 1 {
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dmg = 1
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}
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}
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mods.SpellPreDamage += dmg
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if saved {
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mods.SpellPreDamageDesc = fmt.Sprintf("%s — saved (half, %d dmg)", spell.Name, dmg)
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} else {
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mods.SpellPreDamageDesc = fmt.Sprintf("%s — %d dmg", spell.Name, dmg)
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}
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}
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// applySpellDamageAuto — Magic Missile and other no-roll damage.
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// Magic Missile: 3 darts × 1d4+1, +1 dart per slot above 1st.
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func applySpellDamageAuto(spell SpellDefinition, mods *CombatModifiers, slot, charLevel int) {
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if spell.ID == "magic_missile" {
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darts := 3
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if slot > 1 {
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darts += slot - 1
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}
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total := 0
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for i := 0; i < darts; i++ {
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total += 1 + rand.IntN(4) + 1
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}
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mods.SpellPreDamage += total
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mods.SpellPreDamageDesc = fmt.Sprintf("Magic Missile (%d darts, %d dmg)", darts, total)
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return
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}
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// Fallback: roll listed dice + ability mod isn't standard for auto spells.
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dmg := rollSpellDamageDice(spell, slot, charLevel)
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mods.SpellPreDamage += dmg
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mods.SpellPreDamageDesc = fmt.Sprintf("%s — %d dmg", spell.Name, dmg)
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}
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// applySpellControl — Hold Person, Sleep, Command, Hypnotic Pattern.
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// Enemy save vs DC; failure → skip first attack. Hold-family also primes
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// the engine's auto-crit-on-first-hit path so melee strikes connect for
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// double damage (5e: paralyzed creatures auto-crit on melee hits).
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func applySpellControl(spell SpellDefinition, dc int, mods *CombatModifiers, enemy *CombatStats, slot int) {
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saveMod := enemy.AttackBonus / 2
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saveRoll := 1 + rand.IntN(20)
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if saveRoll+saveMod >= dc {
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mods.SpellPreDamageDesc = spell.Name + " — resisted"
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return
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}
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mods.SpellEnemySkipFirst = true
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switch spell.ID {
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case "hold_person", "hold_monster":
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mods.AutoCritFirst = true
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mods.SpellPreDamageDesc = spell.Name + " — paralyzed!"
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case "sleep":
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mods.SpellPreDamageDesc = spell.Name + " — asleep"
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default:
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mods.SpellPreDamageDesc = spell.Name + " — controlled"
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}
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}
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// applySpellBuff — folds known buff spells into stats/mods. Unknown buff
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// IDs still emit a "spell active" beat so the cast registers in narrative.
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func applySpellBuff(spell SpellDefinition, c *DnDCharacter, stats *CombatStats, mods *CombatModifiers, slot int) {
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switch spell.ID {
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case "mage_armor":
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// AC = 13 + DEX, take whichever is higher.
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newAC := 13 + abilityModifier(c.DEX)
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if newAC > stats.AC {
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stats.AC = newAC
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}
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case "shield_of_faith":
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stats.AC += 2
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case "barkskin":
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if stats.AC < 16 {
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stats.AC = 16
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}
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case "bless":
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stats.AttackBonus += 2 // 1d4 average ≈ 2.5
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case "guiding_bolt":
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stats.AttackBonus += 2 // proxy for next-attack advantage
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case "hunters_mark":
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mods.DamageBonus += 0.15 // ~+1d6 per hit on a typical baseline
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case "aid":
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stats.MaxHP += 5
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case "shillelagh":
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stats.AttackBonus += 1
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mods.DamageBonus += 0.05
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case "spiritual_weapon":
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// Spectral bonus-action attack each round. Reuse pet-attack channel.
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if mods.PetAttackProc < 0.5 {
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mods.PetAttackProc = 0.5
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}
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if mods.PetAttackDmg < 6 {
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mods.PetAttackDmg = 6
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}
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case "mirror_image":
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mods.WardCharges += 2
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case "blur":
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mods.SporeCloud += 3 // proxy: enemy miss chance per round
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case "greater_invisibility":
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mods.SporeCloud += 5
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stats.AttackBonus += 2
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case "ensnaring_strike":
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mods.SpellEnemySkipFirst = true
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}
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if mods.SpellPreDamageDesc == "" {
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mods.SpellPreDamageDesc = spell.Name + " — active"
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}
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}
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// rollSpellDamageDice rolls a spell's damage dice with cantrip and upcast
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// scaling. Returns at least 1 if the spell has any dice; 0 if no dice are
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// listed (utility/buff spells).
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func rollSpellDamageDice(spell SpellDefinition, slot, charLevel int) int {
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dice, faces, flat := parseDamageDice(spell.DamageDice)
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if dice == 0 || faces == 0 {
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return 0
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}
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if spell.Level == 0 {
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// Cantrip scaling: 5e tiered at L5, L11, L17.
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switch {
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case charLevel >= 17:
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dice *= 4
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case charLevel >= 11:
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dice *= 3
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case charLevel >= 5:
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dice *= 2
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}
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} else if extra := slot - spell.Level; extra > 0 {
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// Upcast: +1 die per slot above base. Approximation for the common
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// "+1d6 per slot above 3rd" pattern; close enough for engine balance.
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dice += extra
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}
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total := flat
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for i := 0; i < dice; i++ {
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total += 1 + rand.IntN(faces)
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}
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if total < 1 {
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total = 1
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}
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return total
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}
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