Add equipment effects, boss phase 2, locked chests, and combat enhancements - #30
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…ss phases - Equipment effects now apply on equip/unequip (Ring of Strength, Amulet of Vigor, Ring of Magic, Ring of Protection, etc. are fully functional for the first time; cursed items penalise stats) - Helmet defense and accessory def2 bonus included in combat defense calculation (previously only armor and offhand counted) - Ring of Fire fire damage bonus and Lucky Charm dodge bonus now applied during combat - Strength Potion grants a real +2 STR buff for 5 turns in combat, displayed in the log when it wears off - Boss AI enters phase 2 (enrage) at 50% HP: +30% base damage, boosted special abilities (fire_breath, inferno, death_bolt, drain_life) - Dungeons generate with ~30% locked chests; require lockpick item (50% success, breaks on failure) or lockpicking skill (80% success) to open - Inventory detail panel shows item effect descriptions (e.g. "+10 Max HP", "+2 Strength") and highlights cursed items in magenta https://claude.ai/code/session_01EhQjxFs3KkqgUTyt8KsK6S
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Summary
This PR introduces a comprehensive set of combat and equipment system enhancements, including equipment stat bonuses, boss phase transitions, locked chest mechanics, and various combat balance improvements.
Key Changes
Equipment System
applyItemEffect()andremoveItemEffect()functions to handle stat modifications when equipping/unequipping itemsgetEffectDescription()to display human-readable effect descriptions in the inventory UIgetPlayerDefense()Combat Enhancements
str_boosteffect grants +2 STR for 5 turns with turn counter managementBoss Phase 2 System
Locked Chest Mechanics
UI Improvements
Implementation Details
monster.currentPhaseproperty_bonusDef,_fireDmgBonus,_luckBonus)https://claude.ai/code/session_01EhQjxFs3KkqgUTyt8KsK6S