update
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@@ -248,6 +248,10 @@ class _BattleScreenState extends State<BattleScreen> {
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feedbackText = "FAILED";
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feedbackColor = ThemeConfig.failedText;
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break;
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case BattleFeedbackType.dodge:
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feedbackText = "DODGE";
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feedbackColor = ThemeConfig.statLuckColor; // Use Luck color (Greenish)
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break;
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default:
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feedbackText = "";
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feedbackColor = ThemeConfig.textColorWhite;
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@@ -649,14 +653,15 @@ class _BattleScreenState extends State<BattleScreen> {
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!battleProvider.enemy.isDead &&
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!battleProvider.showRewardPopup &&
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!_isPlayerAttacking &&
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!_isEnemyAttacking,
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!_isEnemyAttacking, // Enabled even if disarmed (damage reduced)
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isDefendEnabled:
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battleProvider.isPlayerTurn &&
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!battleProvider.player.isDead &&
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!battleProvider.enemy.isDead &&
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!battleProvider.showRewardPopup &&
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!_isPlayerAttacking &&
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!_isEnemyAttacking,
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!_isEnemyAttacking &&
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!battleProvider.player.hasStatus(StatusEffectType.defenseForbidden), // Disable if defense is forbidden
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onAttackPressed: () =>
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_showRiskLevelSelection(context, ActionType.attack),
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onDefendPressed: () =>
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@@ -859,6 +864,7 @@ class _BattleScreenState extends State<BattleScreen> {
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if (item.hpBonus > 0) stats.add("+${item.hpBonus} ${AppStrings.hp}");
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if (item.armorBonus > 0) stats.add("+${item.armorBonus} ${AppStrings.def}");
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if (item.luck > 0) stats.add("+${item.luck} ${AppStrings.luck}");
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if (item.dodge > 0) stats.add("+${item.dodge}% Dodge"); // Add Dodge
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List<String> effectTexts = item.effects.map((e) => e.description).toList();
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