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feat: boss mechanics with rank-specific abilities and phases#37

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JesseRWeigel merged 1 commit intomainfrom
feat/boss-mechanics
Mar 17, 2026
Merged

feat: boss mechanics with rank-specific abilities and phases#37
JesseRWeigel merged 1 commit intomainfrom
feat/boss-mechanics

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Summary

Each boss rank now has unique combat mechanics that trigger based on HP phases, tick intervals, and random chance:

Rank Boss Mechanics
E Goblin Warrior Frenzied Strikes (+30% damage when wounded)
D Orc Berserker Bloodlust (stacking), Berserk (2x at 25%)
C Dark Elf Assassin Shadow Cloak (30% dodge), Backstab (2x hit)
B Troll Chieftain Stone Skin (defense), Rock Throw, Regeneration
A Dragon Knight Dragonfire Breath, Dragon Scales, Sword Dance
S Void Lord Void Rift, Reality Tear, Corruption stacks, Desperation

Architecture

  • bossMechanics.ts — declarative mechanic definitions + processor
  • Integrates into combat tick loop via processBossMechanics()
  • 4 boss phases: 100-75%, 75-50%, 50-25%, <25%
  • 21 new unit tests

Closes #13

🤖 Generated with Claude Code

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>
@JesseRWeigel JesseRWeigel merged commit 663a551 into main Mar 17, 2026
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Add post-S-Rank content and deeper prestige layers

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