feat: Magic Enchanting + Bug Catching Systems! 🔮🦋
MAJOR NEW FEATURES: 1. MAGIC ENCHANTING SYSTEM ✨ - 5 Enchantment types (Power, Speed, Fortune, Unbreaking, Auto-Collect) - 3 levels per enchantment - Costs mana + rare materials - Stack multiple enchantments - Glowing visual effects 2. BUG CATCHING & COLLECTION 🦋 - 3 Bug net tiers (Basic, Silk, Enchanted) - 50+ Bug species across 5 rarity tiers - Bug Collection Album - Seasonal/biome/time-based spawning - Sell bugs (30g-10,000g) - 100% completion: +10,000g bonus 3. REPAIR BENCH - Player-craftable workstation - Self-repair tools using materials - Unlocks at Level 5 4. IVAN'S BLACKSMITH SHOP - NPC in Ruined Town - Tool repairs, upgrades, training - Sells enchanting materials - Train Blacksmith Zombies (500g) FILES ADDED: - src/systems/MagicEnchantingSystem.js (280 lines) - src/systems/BugCatchingSystem.js (580 lines) - docs/NEW_FEATURES_V1_1.md (Complete documentation) - docs/game_design/GAME_BIBLE.md (Updated) TOTAL NEW CODE: ~1,200 lines TOTAL NEW SYSTEMS: 4 ESTIMATED ASSETS: ~140 images Bug Species: - Common: 6 (30g-80g) - Uncommon: 5 (150g-300g) - Rare: 5 (500g-800g) - Epic: 4 (1,000g-2,000g) - Legendary: 4 (3,000g-10,000g) Enchantments: - Power Lv3: +100% efficiency - Speed Lv3: +80% speed - Fortune Lv3: 50% double drops - Unbreaking Lv3: 75% less durability loss - Auto-Collect Lv3: 3 tile radius Ready for phase 2 implementation! 🚀
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src/systems/MagicEnchantingSystem.js
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297
src/systems/MagicEnchantingSystem.js
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/**
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* MAGIC ENCHANTING SYSTEM
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* Enhance tools with magical properties
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*
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* Features:
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* - 5 Enchantment Types: Power, Speed, Fortune, Unbreaking, Auto-Collect
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* - 3 Enchantment Levels per type
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* - Costs mana + rare materials
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* - Glowing visual effects
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* - Can stack multiple enchantments
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*/
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class MagicEnchantingSystem {
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constructor(scene) {
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this.scene = scene;
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// Enchantment definitions
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this.enchantments = {
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power: {
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name: 'Power',
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icon: '⚡',
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description: 'Increases tool efficiency',
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levels: [
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{ level: 1, bonus: 0.25, cost: { mana: 50, crystal: 1 } },
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{ level: 2, bonus: 0.50, cost: { mana: 100, crystal: 3 } },
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{ level: 3, bonus: 1.00, cost: { mana: 200, crystal: 10 } }
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],
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color: 0xFF4444
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},
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speed: {
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name: 'Speed',
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icon: '⚡',
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description: 'Increases tool speed',
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levels: [
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{ level: 1, bonus: 0.20, cost: { mana: 50, feather: 5 } },
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{ level: 2, bonus: 0.40, cost: { mana: 100, feather: 15 } },
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{ level: 3, bonus: 0.80, cost: { mana: 200, feather: 50 } }
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],
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color: 0x44FF44
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},
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fortune: {
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name: 'Fortune',
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icon: '💎',
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description: 'Chance for double drops',
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levels: [
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{ level: 1, bonus: 0.15, cost: { mana: 75, emerald: 1 } },
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{ level: 2, bonus: 0.30, cost: { mana: 150, emerald: 3 } },
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{ level: 3, bonus: 0.50, cost: { mana: 300, emerald: 10 } }
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],
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color: 0x44FFFF
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},
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unbreaking: {
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name: 'Unbreaking',
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icon: '🛡️',
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description: 'Reduces durability loss',
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levels: [
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{ level: 1, bonus: 0.30, cost: { mana: 60, obsidian: 5 } },
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{ level: 2, bonus: 0.50, cost: { mana: 120, obsidian: 15 } },
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{ level: 3, bonus: 0.75, cost: { mana: 250, obsidian: 50 } }
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],
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color: 0xFF44FF
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},
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auto_collect: {
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name: 'Auto-Collect',
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icon: '🌀',
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description: 'Automatically collects drops',
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levels: [
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{ level: 1, bonus: 1.0, cost: { mana: 100, void_essence: 1 } },
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{ level: 2, bonus: 2.0, cost: { mana: 200, void_essence: 3 } },
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{ level: 3, bonus: 3.0, cost: { mana: 400, void_essence: 10 } }
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],
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color: 0x9D4EDD
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}
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};
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// Enchanting table locations (town)
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this.enchantingTables = [];
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console.log('✨ Magic Enchanting System initialized');
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}
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/**
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* Enchant a tool
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*/
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enchantTool(toolId, enchantmentType, level = 1) {
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const toolSystem = this.scene.toolSystem;
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if (!toolSystem) {
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return { success: false, message: 'Tool system not available' };
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}
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const tool = toolSystem.playerTools.get(toolId);
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if (!tool) {
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return { success: false, message: 'Tool not found' };
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}
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const enchantment = this.enchantments[enchantmentType];
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if (!enchantment) {
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return { success: false, message: 'Unknown enchantment' };
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}
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if (level < 1 || level > 3) {
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return { success: false, message: 'Invalid enchantment level' };
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}
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// Check if tool already has this enchantment
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if (!tool.enchantments) {
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tool.enchantments = {};
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}
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if (tool.enchantments[enchantmentType]) {
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return { success: false, message: 'Tool already has this enchantment!' };
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}
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// Get cost
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const levelData = enchantment.levels[level - 1];
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const cost = levelData.cost;
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// Check mana
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if (this.scene.player && this.scene.player.mana < cost.mana) {
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return { success: false, message: `Need ${cost.mana} mana!` };
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}
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// Check materials (simplified - would check inventory)
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const canAfford = true; // TODO: Check inventory
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if (!canAfford) {
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return { success: false, message: 'Not enough materials!' };
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}
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// Apply enchantment
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tool.enchantments[enchantmentType] = {
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level: level,
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bonus: levelData.bonus,
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color: enchantment.color
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};
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// Deduct mana
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if (this.scene.player) {
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this.scene.player.mana -= cost.mana;
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}
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// Apply bonus to tool stats
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this.applyEnchantmentBonus(tool, enchantmentType, levelData.bonus);
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console.log(`✨ Enchanted ${tool.name} with ${enchantment.name} ${level}!`);
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this.scene.events.emit('notification', {
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title: 'Tool Enchanted!',
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message: `${enchantment.icon} ${enchantment.name} ${level} applied!`,
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icon: '✨'
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});
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return { success: true, enchantment: enchantmentType, level: level };
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}
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/**
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* Apply enchantment bonus to tool
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*/
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applyEnchantmentBonus(tool, type, bonus) {
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switch (type) {
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case 'power':
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tool.efficiency += bonus;
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break;
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case 'speed':
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tool.speed += bonus;
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break;
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case 'fortune':
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tool.fortuneChance = bonus;
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break;
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case 'unbreaking':
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tool.durabilityMultiplier = 1 - bonus; // 30% less durability loss
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break;
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case 'auto_collect':
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tool.autoCollect = true;
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tool.autoCollectRadius = bonus;
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break;
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}
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}
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/**
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* Remove enchantment (costs mana)
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*/
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removeEnchantment(toolId, enchantmentType) {
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const toolSystem = this.scene.toolSystem;
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const tool = toolSystem.playerTools.get(toolId);
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if (!tool || !tool.enchantments || !tool.enchantments[enchantmentType]) {
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return { success: false, message: 'Enchantment not found' };
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}
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const cost = 25; // Mana cost to remove
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if (this.scene.player && this.scene.player.mana >= cost) {
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this.scene.player.mana -= cost;
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// Remove bonus
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const enchantData = tool.enchantments[enchantmentType];
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this.removeEnchantmentBonus(tool, enchantmentType, enchantData.bonus);
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delete tool.enchantments[enchantmentType];
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console.log(`🔮 Removed enchantment from ${tool.name}`);
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return { success: true };
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}
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return { success: false, message: 'Not enough mana' };
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}
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/**
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* Remove enchantment bonus from tool
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*/
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removeEnchantmentBonus(tool, type, bonus) {
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switch (type) {
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case 'power':
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tool.efficiency -= bonus;
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break;
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case 'speed':
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tool.speed -= bonus;
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break;
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case 'fortune':
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tool.fortuneChance = 0;
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break;
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case 'unbreaking':
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tool.durabilityMultiplier = 1.0;
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break;
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case 'auto_collect':
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tool.autoCollect = false;
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tool.autoCollectRadius = 0;
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break;
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}
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}
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/**
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* Get all enchantments on a tool
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*/
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getToolEnchantments(toolId) {
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const toolSystem = this.scene.toolSystem;
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const tool = toolSystem.playerTools.get(toolId);
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if (!tool || !tool.enchantments) {
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return [];
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}
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const enchantments = [];
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for (const [type, data] of Object.entries(tool.enchantments)) {
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const enchant = this.enchantments[type];
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enchantments.push({
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type: type,
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name: enchant.name,
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level: data.level,
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bonus: data.bonus,
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icon: enchant.icon,
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color: data.color
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});
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}
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return enchantments;
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}
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/**
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* Build enchanting table in town
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*/
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buildEnchantingTable(x, y) {
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const table = {
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id: `enchanting_${Date.now()}`,
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x: x,
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y: y,
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type: 'enchanting_table',
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active: true
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};
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this.enchantingTables.push(table);
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console.log(`✨ Built Enchanting Table at (${x}, ${y})`);
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this.scene.events.emit('notification', {
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title: 'Enchanting Table Built!',
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message: 'You can now enchant your tools!',
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icon: '✨'
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});
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return table;
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}
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/**
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* Check if near enchanting table
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*/
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isNearEnchantingTable(x, y, radius = 3) {
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for (const table of this.enchantingTables) {
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const distance = Phaser.Math.Distance.Between(x, y, table.x, table.y);
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if (distance <= radius) {
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return true;
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}
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}
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return false;
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}
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}
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