Flexible race system with slot-based equipment and dragon race
- Expand race TOML schema: 7 stats, body shape (size/weight/custom slots), natural armor and attacks with damage types, resistances, traits/disadvantages, regen multipliers, vision types, XP rate, guild compatibility - Replace equipped_weapon/equipped_armor with slot-based HashMap<String, Object> - Each race defines available equipment slots; default humanoid slots as fallback - Combat uses natural weapons/armor from race when no gear equipped - DB migration from old weapon/armor columns to equipped_json - Add Dragon race: huge body, custom slots (forelegs/wings/tail), fire breath, natural armor 8, fire immune, slow XP rate for balance - Update all existing races with expanded fields (traits, resistances, vision, regen) - Objects gain optional slot field; kind=weapon/armor still works as fallback - Update chargen to display race traits, size, natural attacks, vision - Update stats display to show equipment and natural bonuses separately - Update TESTING.md and AGENTS.md with race/slot system documentation Made-with: Cursor
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@@ -45,8 +45,8 @@ pub fn resolve_combat_tick(
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let npc_hp_before = instance.hp;
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let conn = state.players.get(&player_id)?;
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let p_atk = conn.player.effective_attack();
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let p_def = conn.player.effective_defense();
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let p_atk = conn.player.effective_attack(&state.world);
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let p_def = conn.player.effective_defense(&state.world);
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let _ = conn;
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let mut out = String::new();
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