feat: boss mechanics with rank-specific abilities and phases#37
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JesseRWeigel merged 1 commit intomainfrom Mar 17, 2026
Merged
feat: boss mechanics with rank-specific abilities and phases#37JesseRWeigel merged 1 commit intomainfrom
JesseRWeigel merged 1 commit intomainfrom
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Each boss rank now has unique combat mechanics: - E (Goblin): Frenzied Strikes when wounded (+30% damage) - D (Orc): Bloodlust stacking damage, Berserk at 25% HP (2x damage) - C (Dark Elf): Shadow Cloak dodge (30% miss), Backstab double hit - B (Troll): Stone Skin defense, Rock Throw burst, Regeneration at 25% - A (Dragon Knight): Dragonfire on phase change, Dragon Scales, Sword Dance - S (Void Lord): Void Rift weakening, Reality Tear, Corruption stacks, Desperation invulnerability Mechanics integrate into combat tick loop via processBossMechanics() which returns damage/defense multipliers and combat log messages. Bosses now have 4 phases (100-75%, 75-50%, 50-25%, <25%) that trigger phase-based abilities. 21 new tests for bossMechanics.ts. 236 total tests passing. Closes #13 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Summary
Each boss rank now has unique combat mechanics that trigger based on HP phases, tick intervals, and random chance:
Architecture
bossMechanics.ts— declarative mechanic definitions + processorprocessBossMechanics()Closes #13
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