Introduce three new kits (Anchor, Puppet, Tesla) and multiple perks, plus related plumbing and behavior changes. Key changes:
- Added kit implementations: AnchorKit (summon iron-golem anchor, knockback resistance/radius effects), PuppetKit (life-drain / fear abilities), TeslaKit (lightning active + passive knockback/fire aura).
- Register new kits and register new perks in SpeedHG startup.
- Added new perks: AdrenalinePerk (post-damage speed proc with cooldown), EnderbluePerk (ender-pearl fall damage handling), Ghost, Pyromaniac, Scavenger (and updated OraclePerk/PerkEventDispatcher usage).
- Extended Perk API (Perk.kt) with onEnderPearlDamage and onPostDamage hooks to support specialized damage handling and post-damage checks.
- PerkManager.isGhost added for checking Ghost perk selection and used to exclude ghost players from targeting/compass logic.
- GameManager.updateCompass now excludes ghost-perk players when computing compass targets.
- Updated PerkEventDispatcher and OraclePerk to integrate new hooks and behaviors.
- Minor language additions in en_US.yml to support new kits/perks.
These changes add new gameplay mechanics and ensure correct event dispatching for pearl/fall/post-damage cases and ghost invisibility to game tracking.
Introduce a complete passive perk system: Perk base class, PerkManager (registration, selection, lifecycle, persistence), and PlayerPerksRepository (DB schema + upsert/find). Add four example perks (Oracle, Vampire, Featherweight, Bloodlust) and a single PerkEventDispatcher to route combat/environment/kill events to active perks. Provide PerkSelectorMenu GUI and /perks command, integrate perk initialization, registration, application and cleanup into SpeedHG and GameManager, and hook load/evict into StatsListener. Also add language entries and register the command in plugin.yml. This change enables players to select up to two passive perks, persists selections, and dispatches relevant events to perk implementations.