Repository navigation
Implement boss monsters with hit points and multi-hit mechanics - #1
Merged
Merged
Conversation
A boss has hit points (Eggdreessen 3, Red Dragon 4): a critical lands two hits, a fumble none, anything else one. It survives a blow, throws the die clear and guards for a moment. Bosses always land at least a quarter of their power, hit harder on a struggle, and hit harder overall. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01HmZbXRXiPKCrDCJSgfXwsL
|
The latest updates on your projects. Learn more about Vercel for GitHub.
|
Every hero standing when a monster falls earns experience (half its gold). Levels raise max HP (healed on the spot), and as the party's average level climbs the battle roll gets a bonus (never past a natural 1 or 20). Levels show in the HUD and the battle screen. Regular monsters get higher DCs and power to match. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01HmZbXRXiPKCrDCJSgfXwsL
This branch was successfully deployed
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
This PR adds a boss monster system where certain enemies have multiple hit points and require multiple successful hits to defeat, rather than being defeated in a single blow.
Summary
Boss monsters now have hit points (
hp) and can survive multiple hits from the party. They always land at least a quarter of their power in damage, hit harder on failed rolls, and have a guard cooldown between hits. The battle system now tracks hits landed and remaining HP, with the UI displaying remaining hits during multi-hit boss fights.Key Changes
hpproperty and take multiple hits to defeat. Each hit reduces their HP, and they're only defeated when HP reaches 0.Implementation Details
resolveBattle()function now returns ahitsproperty indicating how many times the boss is struckwound()method in the actors system handles boss HP tracking and guard statedefeat()call is deferred until HP reaches 0, allowing multi-hit encountershttps://claude.ai/code/session_01HmZbXRXiPKCrDCJSgfXwsL