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@@ -11,6 +11,11 @@ Detailed implementation plans for each skill/system are in `skill_plans/`.
- [x] Smithing — furnace + anvil, ore → bars → weapons/armor
- [x] Fletching — logs → arrow shafts/bows, fletching as background action
- [x] Equipment — bronze/iron/steel/mithril/adamantite/rune weapons and armor, bows, arrows
+- [x] Step 1: Pharmacy Rename — Alchemy → Pharmacy across codebase, SkillAbbr "pha", migration code in LoadCharacter
+- [x] Step 2: Combat Overhaul — OSRS per-type attack/defense bonuses (stab/slash/crush/science/ranged), OSRS accuracy formula, AttackType on weapons, per-type mob defenses, 8 new mobs, ranged combat with ammo, stats command, showItemStats on look
+- [x] Step 3: Combat Feel — Aggressive mobs (auto-attack on room enter, OSRS combat level rule), equipment skill requirements on all tiered gear
+- [x] Step 4: Technology — 25 techs (attack/str/def/ranged/science boosts, 3 protection techs, utility techs), Battery drain, 1-tick flicking, tech command, TechTick, charging station, score/prompt integration
+- [x] Step 10: Pharmacy — clean (background action), mix (production), 14 herbs, 16 potions, 14 unfinished potions, 11 reagents, 30 recipes, herb drop tables
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@@ -52,7 +57,7 @@ Small additions that make combat feel complete before building bigger systems on
See `skill_plans/technology.md`. Battery = prayer points. Techs = prayers. Players toggle techs for combat bonuses and damage reduction. Battery drains per tick while techs are active. 1-tick flicking works like OSRS — enable and disable within the same tick for no drain.
-- [ ] **Technology System** — Add `Battery float64` and `ActiveTechs map[string]bool` to Player. Define ~25 techs in Go (attack/strength/defense/ranged/science boosts at 3 tiers, 3 protection techs, utility techs). Add `tech` command (Instant): `tech <name>` toggles, `tech` toggles quick tech, `tech list` shows all. Add `TechTick()` to drain battery based on active techs, reduced by equipment TechnologyBonus. Implement 1-tick flicking (drain based on tick-start snapshot). Integrate protection techs into `mobAttack()` (40% damage reduction). Integrate stat boost techs into `playerAttack()`. Add "Charging Station" object to recharge battery. Show battery and active techs on score page.
+- [x] **Technology System** — Add `Battery float64` and `ActiveTechs map[string]bool` to Player. Define ~25 techs in Go (attack/strength/defense/ranged/science boosts at 3 tiers, 3 protection techs, utility techs). Add `tech` command (Instant): `tech <name>` toggles, `tech` toggles quick tech, `tech list` shows all. Add `TechTick()` to drain battery based on active techs, reduced by equipment TechnologyBonus. Implement 1-tick flicking (drain based on tick-start snapshot). Integrate protection techs into `mobAttack()` (40% damage reduction). Integrate stat boost techs into `playerAttack()`. Add "Charging Station" object to recharge battery. Show battery and active techs on score page.
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