blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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import { CombatAttackType, DamageType, TrigramStance } from "../../../types/common.js";
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import { AnimationType } from "../../animation/builders/MartialArtsConstants.js";
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import "../../animation/index.js";
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//#region src/systems/trigram/techniques/GanTechniques.ts
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/**
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* GAN stance techniques - Mountain / Immovable Defense
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* Hapkido defensive mastery and patient counters
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*
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* Technique characteristics:
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* - Superior blocking capability
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* - Rooted defensive stances
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* - Devastating counter-attacks
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* - Control through position
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*
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* Animation speeds are calibrated for defensive timing:
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* - Quick defense: 1.1-1.2 (rapid blocks)
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* - Normal: 1.0 (standard defense)
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* - Powerful counter: 0.9-1.0 (deliberate strikes)
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*/
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var GAN_TECHNIQUES = [
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{
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id: "gan_rock_defense",
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name: {
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korean: "반석방어",
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english: "Rock Defense",
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romanized: "banseok_bangeo"
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},
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koreanName: "반석방어",
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englishName: "Rock Defense",
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romanized: "banseok_bangeo",
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description: {
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korean: "바위처럼 견고한 방어 자세",
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english: "Solid defense like a rock"
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},
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stance: TrigramStance.GAN,
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type: CombatAttackType.BLOCK,
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damageType: DamageType.BLUNT,
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damage: 15,
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kiCost: 5,
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staminaCost: 8,
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accuracy: .95,
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reachConfig: {
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bodyPart: "arm",
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techniqueType: "punch",
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baseExtension: .9
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},
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executionTime: 420,
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recoveryTime: 700,
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critChance: .02,
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critMultiplier: 1,
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effects: [],
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comboWindow: 250,
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comboPriority: 1,
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pressureStacks: 1,
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animationCategory: "defensive",
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animationId: "gan_rock_defense",
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animationType: AnimationType.GAN_ROCK_DEFENSE_BLOCK,
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|
58
|
+
animationSpeed: .75,
|
|
59
|
+
category: "light",
|
|
60
|
+
range: "short",
|
|
61
|
+
speed: 1.2,
|
|
62
|
+
blockWindow: 300,
|
|
63
|
+
perfectBlockWindow: 80,
|
|
64
|
+
damageReduction: .65,
|
|
65
|
+
stabilityBonus: 1.3,
|
|
66
|
+
rootingEffect: true
|
|
67
|
+
},
|
|
68
|
+
{
|
|
69
|
+
id: "gan_immovable_stance",
|
|
70
|
+
name: {
|
|
71
|
+
korean: "부동자세",
|
|
72
|
+
english: "Immovable Stance",
|
|
73
|
+
romanized: "budong-jase"
|
|
74
|
+
},
|
|
75
|
+
koreanName: "부동자세",
|
|
76
|
+
englishName: "Immovable Stance",
|
|
77
|
+
romanized: "budong-jase",
|
|
78
|
+
description: {
|
|
79
|
+
korean: "산처럼 움직이지 않는 견고한 방어 자세",
|
|
80
|
+
english: "Immovable defensive stance like a mountain"
|
|
81
|
+
},
|
|
82
|
+
stance: TrigramStance.GAN,
|
|
83
|
+
type: CombatAttackType.BLOCK,
|
|
84
|
+
damageType: DamageType.BLUNT,
|
|
85
|
+
damage: 12,
|
|
86
|
+
kiCost: 8,
|
|
87
|
+
staminaCost: 10,
|
|
88
|
+
accuracy: .98,
|
|
89
|
+
reachConfig: {
|
|
90
|
+
bodyPart: "arm",
|
|
91
|
+
techniqueType: "punch",
|
|
92
|
+
baseExtension: .9
|
|
93
|
+
},
|
|
94
|
+
executionTime: 350,
|
|
95
|
+
recoveryTime: 630,
|
|
96
|
+
critChance: .04,
|
|
97
|
+
critMultiplier: 1.1,
|
|
98
|
+
effects: [],
|
|
99
|
+
comboWindow: 250,
|
|
100
|
+
comboPriority: 1,
|
|
101
|
+
pressureStacks: 1,
|
|
102
|
+
animationCategory: "stance",
|
|
103
|
+
animationId: "gan_immovable_stance",
|
|
104
|
+
animationType: AnimationType.GAN_IMMOVABLE_STANCE,
|
|
105
|
+
animationSpeed: .75,
|
|
106
|
+
category: "light",
|
|
107
|
+
range: "short",
|
|
108
|
+
speed: 1,
|
|
109
|
+
blockWindow: 350,
|
|
110
|
+
perfectBlockWindow: 100,
|
|
111
|
+
damageReduction: .75,
|
|
112
|
+
stabilityBonus: 1.8,
|
|
113
|
+
rootingEffect: true
|
|
114
|
+
},
|
|
115
|
+
{
|
|
116
|
+
id: "gan_iron_block",
|
|
117
|
+
name: {
|
|
118
|
+
korean: "철벽막기",
|
|
119
|
+
english: "Iron Wall Block",
|
|
120
|
+
romanized: "cheolbyeok-makgi"
|
|
121
|
+
},
|
|
122
|
+
koreanName: "철벽막기",
|
|
123
|
+
englishName: "Iron Wall Block",
|
|
124
|
+
romanized: "cheolbyeok-makgi",
|
|
125
|
+
description: {
|
|
126
|
+
korean: "합기도 강력한 막기로 공격을 완전히 차단",
|
|
127
|
+
english: "Hapkido powerful block completely stopping attack"
|
|
128
|
+
},
|
|
129
|
+
stance: TrigramStance.GAN,
|
|
130
|
+
type: CombatAttackType.BLOCK,
|
|
131
|
+
damageType: DamageType.BLUNT,
|
|
132
|
+
damage: 20,
|
|
133
|
+
kiCost: 12,
|
|
134
|
+
staminaCost: 14,
|
|
135
|
+
accuracy: .94,
|
|
136
|
+
reachConfig: {
|
|
137
|
+
bodyPart: "arm",
|
|
138
|
+
techniqueType: "punch",
|
|
139
|
+
baseExtension: 1.05
|
|
140
|
+
},
|
|
141
|
+
executionTime: 560,
|
|
142
|
+
recoveryTime: 909,
|
|
143
|
+
critChance: .06,
|
|
144
|
+
critMultiplier: 1.2,
|
|
145
|
+
effects: [],
|
|
146
|
+
comboWindow: 250,
|
|
147
|
+
comboPriority: 1,
|
|
148
|
+
pressureStacks: 1,
|
|
149
|
+
animationCategory: "defensive",
|
|
150
|
+
animationId: "gan_iron_block",
|
|
151
|
+
animationType: AnimationType.IRON_BLOCK,
|
|
152
|
+
animationSpeed: .65,
|
|
153
|
+
category: "light",
|
|
154
|
+
range: "medium",
|
|
155
|
+
speed: .85,
|
|
156
|
+
blockWindow: 280,
|
|
157
|
+
perfectBlockWindow: 70,
|
|
158
|
+
damageReduction: .7,
|
|
159
|
+
stabilityBonus: 1.5,
|
|
160
|
+
rootingEffect: true
|
|
161
|
+
},
|
|
162
|
+
{
|
|
163
|
+
id: "gan_counter_strike",
|
|
164
|
+
name: {
|
|
165
|
+
korean: "반격타",
|
|
166
|
+
english: "Counter Strike",
|
|
167
|
+
romanized: "bangyeok-ta"
|
|
168
|
+
},
|
|
169
|
+
koreanName: "반격타",
|
|
170
|
+
englishName: "Counter Strike",
|
|
171
|
+
romanized: "bangyeok-ta",
|
|
172
|
+
description: {
|
|
173
|
+
korean: "방어 후 즉시 가하는 강력한 반격",
|
|
174
|
+
english: "Powerful counter strike immediately after defense"
|
|
175
|
+
},
|
|
176
|
+
stance: TrigramStance.GAN,
|
|
177
|
+
type: CombatAttackType.COUNTER_ATTACK,
|
|
178
|
+
damageType: DamageType.BLUNT,
|
|
179
|
+
damage: 30,
|
|
180
|
+
kiCost: 16,
|
|
181
|
+
staminaCost: 20,
|
|
182
|
+
accuracy: .92,
|
|
183
|
+
reachConfig: {
|
|
184
|
+
bodyPart: "arm",
|
|
185
|
+
techniqueType: "punch",
|
|
186
|
+
baseExtension: 1.05
|
|
187
|
+
},
|
|
188
|
+
executionTime: 840,
|
|
189
|
+
recoveryTime: 1330,
|
|
190
|
+
critChance: .26,
|
|
191
|
+
critMultiplier: 2.2,
|
|
192
|
+
effects: [],
|
|
193
|
+
comboWindow: 250,
|
|
194
|
+
comboPriority: 3,
|
|
195
|
+
pressureStacks: 3,
|
|
196
|
+
animationCategory: "counter",
|
|
197
|
+
animationId: "gan_counter_strike",
|
|
198
|
+
animationType: AnimationType.GAN_COUNTER_STRIKE,
|
|
199
|
+
animationSpeed: .75,
|
|
200
|
+
category: "special",
|
|
201
|
+
range: "medium",
|
|
202
|
+
speed: 1,
|
|
203
|
+
blockWindow: 200,
|
|
204
|
+
perfectBlockWindow: 60,
|
|
205
|
+
damageReduction: .5,
|
|
206
|
+
stabilityBonus: 1.2,
|
|
207
|
+
rootingEffect: false
|
|
208
|
+
},
|
|
209
|
+
{
|
|
210
|
+
id: "gan_reversal_technique",
|
|
211
|
+
name: {
|
|
212
|
+
korean: "역기술",
|
|
213
|
+
english: "Reversal Technique",
|
|
214
|
+
romanized: "yeok-gisul"
|
|
215
|
+
},
|
|
216
|
+
koreanName: "역기술",
|
|
217
|
+
englishName: "Reversal Technique",
|
|
218
|
+
romanized: "yeok-gisul",
|
|
219
|
+
description: {
|
|
220
|
+
korean: "상대의 공격을 받아 역으로 제압",
|
|
221
|
+
english: "Receiving attack and reversing into control"
|
|
222
|
+
},
|
|
223
|
+
stance: TrigramStance.GAN,
|
|
224
|
+
type: CombatAttackType.COUNTER_ATTACK,
|
|
225
|
+
damageType: DamageType.JOINT,
|
|
226
|
+
damage: 28,
|
|
227
|
+
kiCost: 18,
|
|
228
|
+
staminaCost: 22,
|
|
229
|
+
accuracy: .84,
|
|
230
|
+
reachConfig: {
|
|
231
|
+
bodyPart: "arm",
|
|
232
|
+
techniqueType: "punch",
|
|
233
|
+
baseExtension: .9
|
|
234
|
+
},
|
|
235
|
+
executionTime: 1120,
|
|
236
|
+
recoveryTime: 1680,
|
|
237
|
+
critChance: .18,
|
|
238
|
+
critMultiplier: 1.8,
|
|
239
|
+
effects: [],
|
|
240
|
+
comboWindow: 250,
|
|
241
|
+
comboPriority: 2,
|
|
242
|
+
pressureStacks: 2,
|
|
243
|
+
animationCategory: "counter",
|
|
244
|
+
animationId: "gan_reversal_technique",
|
|
245
|
+
animationType: AnimationType.GAN_REVERSAL_TECHNIQUE,
|
|
246
|
+
animationSpeed: .7,
|
|
247
|
+
category: "medium",
|
|
248
|
+
range: "short",
|
|
249
|
+
speed: .9,
|
|
250
|
+
blockWindow: 250,
|
|
251
|
+
perfectBlockWindow: 75,
|
|
252
|
+
damageReduction: .55,
|
|
253
|
+
stabilityBonus: 1.4,
|
|
254
|
+
rootingEffect: true
|
|
255
|
+
},
|
|
256
|
+
{
|
|
257
|
+
id: "gan_mountain_stance_lock",
|
|
258
|
+
name: {
|
|
259
|
+
korean: "산세고정",
|
|
260
|
+
english: "Mountain Stance Lock",
|
|
261
|
+
romanized: "sanse-gojeong"
|
|
262
|
+
},
|
|
263
|
+
koreanName: "산세고정",
|
|
264
|
+
englishName: "Mountain Stance Lock",
|
|
265
|
+
romanized: "sanse-gojeong",
|
|
266
|
+
description: {
|
|
267
|
+
korean: "합기도 방어 자세에서 상대를 고정하고 제압",
|
|
268
|
+
english: "Hapkido defensive position locking and controlling opponent"
|
|
269
|
+
},
|
|
270
|
+
stance: TrigramStance.GAN,
|
|
271
|
+
type: CombatAttackType.GRAPPLE,
|
|
272
|
+
damageType: DamageType.JOINT,
|
|
273
|
+
damage: 24,
|
|
274
|
+
kiCost: 14,
|
|
275
|
+
staminaCost: 18,
|
|
276
|
+
accuracy: .86,
|
|
277
|
+
reachConfig: {
|
|
278
|
+
bodyPart: "arm",
|
|
279
|
+
techniqueType: "punch",
|
|
280
|
+
baseExtension: .9
|
|
281
|
+
},
|
|
282
|
+
executionTime: 1050,
|
|
283
|
+
recoveryTime: 1540,
|
|
284
|
+
critChance: .14,
|
|
285
|
+
critMultiplier: 1.6,
|
|
286
|
+
effects: [],
|
|
287
|
+
comboWindow: 250,
|
|
288
|
+
comboPriority: 2,
|
|
289
|
+
pressureStacks: 2,
|
|
290
|
+
animationCategory: "grapple",
|
|
291
|
+
animationId: "gan_mountain_stance_lock",
|
|
292
|
+
animationType: AnimationType.GAN_MOUNTAIN_STANCE_LOCK,
|
|
293
|
+
animationSpeed: .7,
|
|
294
|
+
category: "medium",
|
|
295
|
+
range: "short",
|
|
296
|
+
speed: .9,
|
|
297
|
+
blockWindow: 220,
|
|
298
|
+
perfectBlockWindow: 65,
|
|
299
|
+
damageReduction: .6,
|
|
300
|
+
stabilityBonus: 1.6,
|
|
301
|
+
rootingEffect: true
|
|
302
|
+
}
|
|
303
|
+
];
|
|
304
|
+
/**
|
|
305
|
+
* Get GAN techniques count
|
|
306
|
+
*/
|
|
307
|
+
var GAN_TECHNIQUE_COUNT = GAN_TECHNIQUES.length;
|
|
308
|
+
/**
|
|
309
|
+
* Get GAN technique by ID
|
|
310
|
+
*/
|
|
311
|
+
function getGanTechniqueById(id) {
|
|
312
|
+
return GAN_TECHNIQUES.find((t) => t.id === id);
|
|
313
|
+
}
|
|
314
|
+
/**
|
|
315
|
+
* Get all GAN techniques by attack type
|
|
316
|
+
*/
|
|
317
|
+
function getGanTechniquesByType(type) {
|
|
318
|
+
return GAN_TECHNIQUES.filter((t) => t.type === type);
|
|
319
|
+
}
|
|
320
|
+
//#endregion
|
|
321
|
+
export { GAN_TECHNIQUES, GAN_TECHNIQUE_COUNT, getGanTechniqueById, getGanTechniquesByType };
|
|
322
|
+
|
|
323
|
+
//# sourceMappingURL=GanTechniques.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"GanTechniques.js","names":[],"sources":["../../../../src/systems/trigram/techniques/GanTechniques.ts"],"sourcesContent":["/**\n * ☶ 간 (GAN) - Mountain Stance Techniques\n * 반석방어 - Immovable Defense (Hapkido Defensive Mastery)\n *\n * The Mountain stance (간괘) embodies immovable defense and patient counter.\n * Based on Hapkido (합기도) defensive principles - rooted and unshakeable\n * like a mountain, waiting for the perfect moment to counter.\n *\n * Philosophy: \"산처럼 굳건히 서서 때를 기다려라\"\n * Stand firm like a mountain and wait for the moment\n *\n * **ENHANCED DEFENSIVE MECHANICS:**\n * - Block timing windows (blockWindow): 200-350ms for precise defense\n * - Perfect block windows (perfectBlockWindow): 60-100ms for optimal timing\n * - Damage reduction (damageReduction): 50-75% damage reduction on successful blocks\n * - Stability bonuses (stabilityBonus): 120-180% fortitude increase\n * - Rooting effects (rootingEffect): Ground connection for immovable stance\n * - Optimized execution times: 250-800ms for defensive reactions\n *\n * All 6 techniques now include defensive properties for:\n * - Immovable defense visualization\n * - Block timing indicators\n * - Damage absorption feedback\n * - Mountain/earth-themed effects\n *\n * @module GanTechniques\n */\n\nimport type { TrigramStanceTechnique } from \"@/systems/vitalpoint\";\nimport {\n CombatAttackType,\n DamageType,\n TrigramStance,\n} from \"../../../types/common\";\nimport { AnimationType } from \"../../animation\";\n\n/**\n * GAN stance techniques - Mountain / Immovable Defense\n * Hapkido defensive mastery and patient counters\n *\n * Technique characteristics:\n * - Superior blocking capability\n * - Rooted defensive stances\n * - Devastating counter-attacks\n * - Control through position\n *\n * Animation speeds are calibrated for defensive timing:\n * - Quick defense: 1.1-1.2 (rapid blocks)\n * - Normal: 1.0 (standard defense)\n * - Powerful counter: 0.9-1.0 (deliberate strikes)\n */\nexport const GAN_TECHNIQUES: readonly TrigramStanceTechnique[] = [\n // ============= Primary Technique =============\n {\n id: \"gan_rock_defense\",\n name: {\n korean: \"반석방어\",\n english: \"Rock Defense\",\n romanized: \"banseok_bangeo\",\n },\n koreanName: \"반석방어\",\n englishName: \"Rock Defense\",\n romanized: \"banseok_bangeo\",\n description: {\n korean: \"바위처럼 견고한 방어 자세\",\n english: \"Solid defense like a rock\",\n },\n stance: TrigramStance.GAN,\n type: CombatAttackType.BLOCK,\n damageType: DamageType.BLUNT,\n damage: 15,\n kiCost: 5,\n staminaCost: 8,\n accuracy: 0.95,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 420,\n recoveryTime: 700,\n critChance: 0.02,\n critMultiplier: 1.0,\n effects: [],\n // Combo metadata - Solid defensive base\n comboWindow: 250,\n comboPriority: 1, // Starter - establishes defensive position\n pressureStacks: 1,\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"defensive\", // Type: shared category\n animationId: \"gan_rock_defense\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Solid blocking stance\n animationType: AnimationType.GAN_ROCK_DEFENSE_BLOCK,\n animationSpeed: 0.75,\n category: \"light\",\n range: \"short\",\n speed: 1.2,\n // Defensive mechanics for immovable defense\n blockWindow: 300, // 300ms block timing window\n perfectBlockWindow: 80, // 80ms perfect block window\n damageReduction: 0.65, // 65% damage reduction\n stabilityBonus: 1.3, // 130% stability increase\n rootingEffect: true, // Creates rooting ground connection\n },\n\n // ============= Defensive Stance Techniques =============\n {\n id: \"gan_immovable_stance\",\n name: {\n korean: \"부동자세\",\n english: \"Immovable Stance\",\n romanized: \"budong-jase\",\n },\n koreanName: \"부동자세\",\n englishName: \"Immovable Stance\",\n romanized: \"budong-jase\",\n description: {\n korean: \"산처럼 움직이지 않는 견고한 방어 자세\",\n english: \"Immovable defensive stance like a mountain\",\n },\n stance: TrigramStance.GAN,\n type: CombatAttackType.BLOCK,\n damageType: DamageType.BLUNT,\n damage: 12,\n kiCost: 8,\n staminaCost: 10,\n accuracy: 0.98,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 350,\n recoveryTime: 630,\n critChance: 0.04,\n critMultiplier: 1.1,\n effects: [],\n // Combo metadata - Rooted defense stance\n comboWindow: 250,\n comboPriority: 1, // Starter - immovable foundation\n pressureStacks: 1,\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"stance\", // Type: shared category\n animationId: \"gan_immovable_stance\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Rooted defensive stance\n animationType: AnimationType.GAN_IMMOVABLE_STANCE,\n animationSpeed: 0.75,\n category: \"light\",\n range: \"short\",\n speed: 1.0,\n // Defensive mechanics for maximum stability\n blockWindow: 350, // 350ms block timing window (longer for stance)\n perfectBlockWindow: 100, // 100ms perfect block window\n damageReduction: 0.75, // 75% damage reduction (highest)\n stabilityBonus: 1.8, // 180% stability increase (maximum)\n rootingEffect: true, // Deep rooting ground connection\n },\n {\n id: \"gan_iron_block\",\n name: {\n korean: \"철벽막기\",\n english: \"Iron Wall Block\",\n romanized: \"cheolbyeok-makgi\",\n },\n koreanName: \"철벽막기\",\n englishName: \"Iron Wall Block\",\n romanized: \"cheolbyeok-makgi\",\n description: {\n korean: \"합기도 강력한 막기로 공격을 완전히 차단\",\n english: \"Hapkido powerful block completely stopping attack\",\n },\n stance: TrigramStance.GAN,\n type: CombatAttackType.BLOCK,\n damageType: DamageType.BLUNT,\n damage: 20,\n kiCost: 12,\n staminaCost: 14,\n accuracy: 0.94,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 1.05,\n },\n executionTime: 560,\n recoveryTime: 909,\n critChance: 0.06,\n critMultiplier: 1.2,\n effects: [],\n // Combo metadata - Powerful blocking technique\n comboWindow: 250,\n comboPriority: 1, // Starter - wall defense\n pressureStacks: 1,\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"defensive\", // Type: shared category\n animationId: \"gan_iron_block\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Powerful blocking motion (matches TechniqueAnimationMapping)\n animationType: AnimationType.IRON_BLOCK,\n animationSpeed: 0.65,\n category: \"light\",\n range: \"medium\",\n speed: 0.85,\n // Defensive mechanics for powerful block\n blockWindow: 280, // 280ms block timing window\n perfectBlockWindow: 70, // 70ms perfect block window (tight)\n damageReduction: 0.7, // 70% damage reduction\n stabilityBonus: 1.5, // 150% stability increase\n rootingEffect: true, // Strong rooting effect\n },\n\n // ============= Counter-Attack Techniques =============\n {\n id: \"gan_counter_strike\",\n name: {\n korean: \"반격타\",\n english: \"Counter Strike\",\n romanized: \"bangyeok-ta\",\n },\n koreanName: \"반격타\",\n englishName: \"Counter Strike\",\n romanized: \"bangyeok-ta\",\n description: {\n korean: \"방어 후 즉시 가하는 강력한 반격\",\n english: \"Powerful counter strike immediately after defense\",\n },\n stance: TrigramStance.GAN,\n type: CombatAttackType.COUNTER_ATTACK,\n damageType: DamageType.BLUNT,\n damage: 30,\n kiCost: 16,\n staminaCost: 20,\n accuracy: 0.92,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 1.05,\n },\n executionTime: 840,\n recoveryTime: 1330,\n critChance: 0.26,\n critMultiplier: 2.2,\n effects: [],\n // Combo metadata - Devastating counter strike\n comboWindow: 250,\n comboPriority: 3, // Finisher - powerful counter blow\n pressureStacks: 3,\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"counter\", // Type: shared category\n animationId: \"gan_counter_strike\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Powerful counter attack\n animationType: AnimationType.GAN_COUNTER_STRIKE,\n animationSpeed: 0.75,\n category: \"special\",\n range: \"medium\",\n speed: 1.0,\n // Defensive mechanics for counter timing\n blockWindow: 200, // 200ms block window (tight for counter)\n perfectBlockWindow: 60, // 60ms perfect block window (very tight)\n damageReduction: 0.5, // 50% damage reduction (counter-focused)\n stabilityBonus: 1.2, // 120% stability during counter setup\n rootingEffect: false, // No rooting for counter mobility\n },\n {\n id: \"gan_reversal_technique\",\n name: {\n korean: \"역기술\",\n english: \"Reversal Technique\",\n romanized: \"yeok-gisul\",\n },\n koreanName: \"역기술\",\n englishName: \"Reversal Technique\",\n romanized: \"yeok-gisul\",\n description: {\n korean: \"상대의 공격을 받아 역으로 제압\",\n english: \"Receiving attack and reversing into control\",\n },\n stance: TrigramStance.GAN,\n type: CombatAttackType.COUNTER_ATTACK,\n damageType: DamageType.JOINT,\n damage: 28,\n kiCost: 18,\n staminaCost: 22,\n accuracy: 0.84,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 1120,\n recoveryTime: 1680,\n critChance: 0.18,\n critMultiplier: 1.8,\n effects: [],\n // Combo metadata - Control reversal technique\n comboWindow: 250,\n comboPriority: 2, // Mid-chain - defensive reversal\n pressureStacks: 2,\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"counter\", // Type: shared category\n animationId: \"gan_reversal_technique\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Reversal motion\n animationType: AnimationType.GAN_REVERSAL_TECHNIQUE,\n animationSpeed: 0.7,\n category: \"medium\",\n range: \"short\",\n speed: 0.9,\n // Defensive mechanics for reversal\n blockWindow: 250, // 250ms block window for reversal setup\n perfectBlockWindow: 75, // 75ms perfect reversal window\n damageReduction: 0.55, // 55% damage reduction during reversal\n stabilityBonus: 1.4, // 140% stability for control\n rootingEffect: true, // Rooting for reversal control\n },\n\n // ============= Grappling Control =============\n {\n id: \"gan_mountain_stance_lock\",\n name: {\n korean: \"산세고정\",\n english: \"Mountain Stance Lock\",\n romanized: \"sanse-gojeong\",\n },\n koreanName: \"산세고정\",\n englishName: \"Mountain Stance Lock\",\n romanized: \"sanse-gojeong\",\n description: {\n korean: \"합기도 방어 자세에서 상대를 고정하고 제압\",\n english: \"Hapkido defensive position locking and controlling opponent\",\n },\n stance: TrigramStance.GAN,\n type: CombatAttackType.GRAPPLE,\n damageType: DamageType.JOINT,\n damage: 24,\n kiCost: 14,\n staminaCost: 18,\n accuracy: 0.86,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 1050,\n recoveryTime: 1540,\n critChance: 0.14,\n critMultiplier: 1.6,\n effects: [],\n // Combo metadata - Immobilizing lock\n comboWindow: 250,\n comboPriority: 2, // Mid-chain - position control\n pressureStacks: 2,\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"grapple\", // Type: shared category\n animationId: \"gan_mountain_stance_lock\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Standing control position\n animationType: AnimationType.GAN_MOUNTAIN_STANCE_LOCK,\n animationSpeed: 0.7,\n category: \"medium\",\n range: \"short\",\n speed: 0.9,\n // Defensive mechanics for grapple control\n blockWindow: 220, // 220ms block window during grapple setup\n perfectBlockWindow: 65, // 65ms perfect grapple window\n damageReduction: 0.6, // 60% damage reduction (grappling focus)\n stabilityBonus: 1.6, // 160% stability for grapple control\n rootingEffect: true, // Strong rooting for grapple lock\n },\n] as const;\n\n/**\n * Get GAN techniques count\n */\nexport const GAN_TECHNIQUE_COUNT = GAN_TECHNIQUES.length;\n\n/**\n * Get GAN technique by ID\n */\nexport function getGanTechniqueById(id: string): TrigramStanceTechnique | undefined {\n return GAN_TECHNIQUES.find((t) => t.id === id);\n}\n\n/**\n * Get all GAN techniques by attack type\n */\nexport function getGanTechniquesByType(\n type: CombatAttackType\n): readonly TrigramStanceTechnique[] {\n return GAN_TECHNIQUES.filter((t) => t.type === type);\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;AAmDA,IAAa,iBAAoD;CAE/D;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,aAAa;EACb,eAAe;EACf,gBAAgB;EAEhB,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EAEP,aAAa;EACb,oBAAoB;EACpB,iBAAiB;EACjB,gBAAgB;EAChB,eAAe;EAChB;CAGD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,aAAa;EACb,eAAe;EACf,gBAAgB;EAEhB,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EAEP,aAAa;EACb,oBAAoB;EACpB,iBAAiB;EACjB,gBAAgB;EAChB,eAAe;EAChB;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,aAAa;EACb,eAAe;EACf,gBAAgB;EAEhB,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EAEP,aAAa;EACb,oBAAoB;EACpB,iBAAiB;EACjB,gBAAgB;EAChB,eAAe;EAChB;CAGD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,aAAa;EACb,eAAe;EACf,gBAAgB;EAEhB,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EAEP,aAAa;EACb,oBAAoB;EACpB,iBAAiB;EACjB,gBAAgB;EAChB,eAAe;EAChB;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,aAAa;EACb,eAAe;EACf,gBAAgB;EAEhB,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EAEP,aAAa;EACb,oBAAoB;EACpB,iBAAiB;EACjB,gBAAgB;EAChB,eAAe;EAChB;CAGD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,aAAa;EACb,eAAe;EACf,gBAAgB;EAEhB,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EAEP,aAAa;EACb,oBAAoB;EACpB,iBAAiB;EACjB,gBAAgB;EAChB,eAAe;EAChB;CACF;;;;AAKD,IAAa,sBAAsB,eAAe;;;;AAKlD,SAAgB,oBAAoB,IAAgD;AAClF,QAAO,eAAe,MAAM,MAAM,EAAE,OAAO,GAAG;;;;;AAMhD,SAAgB,uBACd,MACmC;AACnC,QAAO,eAAe,QAAQ,MAAM,EAAE,SAAS,KAAK"}
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/**
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* ☰ Geon (건) - Heaven Stance Techniques
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* Direct force techniques based on Taekwondo power strikes.
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* Represents heavenly power and direct, decisive action.
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* @korean 건괘기술
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*/
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import type { TrigramStanceTechnique } from "../../vitalpoint";
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/**
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* ☰ GEON (건) - HEAVEN: Direct Force Techniques
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*
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* Taekwondo-based power strikes emphasizing direct force.
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* Element: Heaven (하늘)
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* Philosophy: Swift, decisive action with heavenly power
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*
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* @korean 건괘 - 하늘: 직접적인 힘의 기술 (태권도 타격)
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*/
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export declare const GEON_TECHNIQUES: readonly TrigramStanceTechnique[];
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{"version":3,"file":"GeonTechniques.d.ts","sourceRoot":"","sources":["../../../../src/systems/trigram/techniques/GeonTechniques.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,OAAO,KAAK,EAAE,sBAAsB,EAAE,MAAM,sBAAsB,CAAC;AAQnE;;;;;;;;GAQG;AACH,eAAO,MAAM,eAAe,EAAE,SAAS,sBAAsB,EAuS5D,CAAC"}
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import { CombatAttackType, DamageType, TrigramStance } from "../../../types/common.js";
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//#region src/systems/trigram/techniques/GeonTechniques.ts
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/**
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* ☰ GEON (건) - HEAVEN: Direct Force Techniques
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*
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* Taekwondo-based power strikes emphasizing direct force.
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* Element: Heaven (하늘)
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* Philosophy: Swift, decisive action with heavenly power
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*
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* @korean 건괘 - 하늘: 직접적인 힘의 기술 (태권도 타격)
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*/
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var GEON_TECHNIQUES = [
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{
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id: "geon_heaven_strike",
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name: {
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korean: "천둥벽력",
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english: "Thunder Strike",
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romanized: "cheondung_byeokryeok"
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},
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koreanName: "천둥벽력",
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englishName: "Thunder Strike",
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romanized: "cheondung_byeokryeok",
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description: {
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korean: "하늘의 힘을 담은 직접적인 타격",
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english: "Direct strike imbued with heavenly power"
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},
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stance: TrigramStance.GEON,
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type: CombatAttackType.STRIKE,
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damageType: DamageType.BLUNT,
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damage: 30,
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kiCost: 15,
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staminaCost: 20,
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accuracy: .8,
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reachConfig: {
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bodyPart: "arm",
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techniqueType: "punch",
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baseExtension: .95
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},
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executionTime: 1120,
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recoveryTime: 1680,
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critChance: .1,
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44
|
+
critMultiplier: 1.5,
|
|
45
|
+
effects: [],
|
|
46
|
+
animationCategory: "punch",
|
|
47
|
+
animationId: "geon_heaven_strike",
|
|
48
|
+
animationType: AnimationType.HEAVEN_STRIKE,
|
|
49
|
+
animationSpeed: .7,
|
|
50
|
+
category: "medium",
|
|
51
|
+
range: "short",
|
|
52
|
+
speed: 1
|
|
53
|
+
},
|
|
54
|
+
{
|
|
55
|
+
id: "geon_heavenly_fist",
|
|
56
|
+
name: {
|
|
57
|
+
korean: "천권",
|
|
58
|
+
english: "Heavenly Fist",
|
|
59
|
+
romanized: "cheon-gwon"
|
|
60
|
+
},
|
|
61
|
+
koreanName: "천권",
|
|
62
|
+
englishName: "Heavenly Fist",
|
|
63
|
+
romanized: "cheon-gwon",
|
|
64
|
+
description: {
|
|
65
|
+
korean: "태권도 정권지르기로 머리를 노리는 강력한 주먹 공격",
|
|
66
|
+
english: "Powerful Taekwondo straight punch targeting the head"
|
|
67
|
+
},
|
|
68
|
+
stance: TrigramStance.GEON,
|
|
69
|
+
type: CombatAttackType.PUNCH,
|
|
70
|
+
damageType: DamageType.BLUNT,
|
|
71
|
+
damage: 28,
|
|
72
|
+
kiCost: 12,
|
|
73
|
+
staminaCost: 15,
|
|
74
|
+
accuracy: .85,
|
|
75
|
+
reachConfig: {
|
|
76
|
+
bodyPart: "arm",
|
|
77
|
+
techniqueType: "punch",
|
|
78
|
+
baseExtension: .95
|
|
79
|
+
},
|
|
80
|
+
executionTime: 840,
|
|
81
|
+
recoveryTime: 1260,
|
|
82
|
+
critChance: .12,
|
|
83
|
+
critMultiplier: 1.6,
|
|
84
|
+
effects: [],
|
|
85
|
+
animationCategory: "punch",
|
|
86
|
+
animationId: "geon_heavenly_fist",
|
|
87
|
+
animationType: AnimationType.GEON_HEAVENLY_FIST,
|
|
88
|
+
animationSpeed: .75,
|
|
89
|
+
category: "medium",
|
|
90
|
+
range: "short",
|
|
91
|
+
speed: 1.1
|
|
92
|
+
},
|
|
93
|
+
{
|
|
94
|
+
id: "geon_frontal_kick",
|
|
95
|
+
name: {
|
|
96
|
+
korean: "앞차기",
|
|
97
|
+
english: "Front Kick",
|
|
98
|
+
romanized: "ap-chagi"
|
|
99
|
+
},
|
|
100
|
+
koreanName: "앞차기",
|
|
101
|
+
englishName: "Front Kick",
|
|
102
|
+
romanized: "ap-chagi",
|
|
103
|
+
description: {
|
|
104
|
+
korean: "태권도 기본 앞차기로 명치를 타격",
|
|
105
|
+
english: "Taekwondo basic front kick targeting solar plexus"
|
|
106
|
+
},
|
|
107
|
+
stance: TrigramStance.GEON,
|
|
108
|
+
type: CombatAttackType.KICK,
|
|
109
|
+
damageType: DamageType.BLUNT,
|
|
110
|
+
damage: 32,
|
|
111
|
+
kiCost: 18,
|
|
112
|
+
staminaCost: 22,
|
|
113
|
+
accuracy: .82,
|
|
114
|
+
reachConfig: {
|
|
115
|
+
bodyPart: "leg",
|
|
116
|
+
techniqueType: "kick",
|
|
117
|
+
baseExtension: 1.05
|
|
118
|
+
},
|
|
119
|
+
executionTime: 980,
|
|
120
|
+
recoveryTime: 1400,
|
|
121
|
+
critChance: .15,
|
|
122
|
+
critMultiplier: 1.7,
|
|
123
|
+
effects: [],
|
|
124
|
+
animationCategory: "kick",
|
|
125
|
+
animationId: "geon_frontal_kick",
|
|
126
|
+
animationType: AnimationType.GEON_FRONTAL_KICK,
|
|
127
|
+
animationSpeed: .7,
|
|
128
|
+
category: "medium",
|
|
129
|
+
range: "medium",
|
|
130
|
+
speed: 1
|
|
131
|
+
},
|
|
132
|
+
{
|
|
133
|
+
id: "geon_roundhouse_kick",
|
|
134
|
+
name: {
|
|
135
|
+
korean: "돌려차기",
|
|
136
|
+
english: "Roundhouse Kick",
|
|
137
|
+
romanized: "dolryeo-chagi"
|
|
138
|
+
},
|
|
139
|
+
koreanName: "돌려차기",
|
|
140
|
+
englishName: "Roundhouse Kick",
|
|
141
|
+
romanized: "dolryeo-chagi",
|
|
142
|
+
description: {
|
|
143
|
+
korean: "태권도 대표 기술로 관자놀이나 늑골을 타격하는 회전 발차기",
|
|
144
|
+
english: "Signature Taekwondo spinning kick targeting temple or ribs"
|
|
145
|
+
},
|
|
146
|
+
stance: TrigramStance.GEON,
|
|
147
|
+
type: CombatAttackType.KICK,
|
|
148
|
+
damageType: DamageType.BLUNT,
|
|
149
|
+
damage: 35,
|
|
150
|
+
kiCost: 20,
|
|
151
|
+
staminaCost: 25,
|
|
152
|
+
accuracy: .78,
|
|
153
|
+
reachConfig: {
|
|
154
|
+
bodyPart: "leg",
|
|
155
|
+
techniqueType: "kick",
|
|
156
|
+
baseExtension: 1.05,
|
|
157
|
+
exposureWindow: {
|
|
158
|
+
exposedLimb: "right_leg",
|
|
159
|
+
startTime: .5,
|
|
160
|
+
duration: 320,
|
|
161
|
+
vulnerabilityMultiplier: 1.9,
|
|
162
|
+
allowsBreaking: true
|
|
163
|
+
}
|
|
164
|
+
},
|
|
165
|
+
executionTime: 1120,
|
|
166
|
+
recoveryTime: 1540,
|
|
167
|
+
critChance: .18,
|
|
168
|
+
critMultiplier: 1.8,
|
|
169
|
+
effects: [],
|
|
170
|
+
animationCategory: "kick",
|
|
171
|
+
animationId: "geon_roundhouse_kick",
|
|
172
|
+
animationType: AnimationType.GEON_ROUNDHOUSE,
|
|
173
|
+
animationSpeed: .7,
|
|
174
|
+
category: "medium",
|
|
175
|
+
range: "medium",
|
|
176
|
+
speed: 1
|
|
177
|
+
},
|
|
178
|
+
{
|
|
179
|
+
id: "geon_axe_kick",
|
|
180
|
+
name: {
|
|
181
|
+
korean: "내려차기",
|
|
182
|
+
english: "Axe Kick",
|
|
183
|
+
romanized: "naeryeo-chagi"
|
|
184
|
+
},
|
|
185
|
+
koreanName: "내려차기",
|
|
186
|
+
englishName: "Axe Kick",
|
|
187
|
+
romanized: "naeryeo-chagi",
|
|
188
|
+
description: {
|
|
189
|
+
korean: "위에서 아래로 내리찍는 도끼차기로 정수리나 어깨를 타격",
|
|
190
|
+
english: "Downward axe kick striking crown or shoulder from above"
|
|
191
|
+
},
|
|
192
|
+
stance: TrigramStance.GEON,
|
|
193
|
+
type: CombatAttackType.KICK,
|
|
194
|
+
damageType: DamageType.CRUSHING,
|
|
195
|
+
damage: 38,
|
|
196
|
+
kiCost: 22,
|
|
197
|
+
staminaCost: 28,
|
|
198
|
+
accuracy: .75,
|
|
199
|
+
reachConfig: {
|
|
200
|
+
bodyPart: "leg",
|
|
201
|
+
techniqueType: "kick",
|
|
202
|
+
baseExtension: 1
|
|
203
|
+
},
|
|
204
|
+
executionTime: 1470,
|
|
205
|
+
recoveryTime: 1680,
|
|
206
|
+
critChance: .2,
|
|
207
|
+
critMultiplier: 2,
|
|
208
|
+
effects: [],
|
|
209
|
+
animationCategory: "kick",
|
|
210
|
+
animationId: "geon_axe_kick",
|
|
211
|
+
animationType: AnimationType.AXE_KICK,
|
|
212
|
+
animationSpeed: .65,
|
|
213
|
+
category: "heavy",
|
|
214
|
+
range: "medium",
|
|
215
|
+
speed: .9
|
|
216
|
+
},
|
|
217
|
+
{
|
|
218
|
+
id: "geon_palm_strike",
|
|
219
|
+
name: {
|
|
220
|
+
korean: "장권",
|
|
221
|
+
english: "Palm Strike",
|
|
222
|
+
romanized: "jang-gwon"
|
|
223
|
+
},
|
|
224
|
+
koreanName: "장권",
|
|
225
|
+
englishName: "Palm Strike",
|
|
226
|
+
romanized: "jang-gwon",
|
|
227
|
+
description: {
|
|
228
|
+
korean: "태권도 장권으로 턱이나 명치를 타격하는 손바닥 공격",
|
|
229
|
+
english: "Taekwondo palm heel strike targeting jaw or solar plexus"
|
|
230
|
+
},
|
|
231
|
+
stance: TrigramStance.GEON,
|
|
232
|
+
type: CombatAttackType.STRIKE,
|
|
233
|
+
damageType: DamageType.PRESSURE,
|
|
234
|
+
damage: 30,
|
|
235
|
+
kiCost: 14,
|
|
236
|
+
staminaCost: 18,
|
|
237
|
+
accuracy: .88,
|
|
238
|
+
reachConfig: {
|
|
239
|
+
bodyPart: "arm",
|
|
240
|
+
techniqueType: "punch",
|
|
241
|
+
baseExtension: .9
|
|
242
|
+
},
|
|
243
|
+
executionTime: 910,
|
|
244
|
+
recoveryTime: 1330,
|
|
245
|
+
critChance: .25,
|
|
246
|
+
critMultiplier: 2,
|
|
247
|
+
effects: [],
|
|
248
|
+
animationCategory: "strike",
|
|
249
|
+
animationId: "geon_palm_strike",
|
|
250
|
+
animationType: AnimationType.GEON_PALM_STRIKE,
|
|
251
|
+
animationSpeed: .7,
|
|
252
|
+
category: "special",
|
|
253
|
+
range: "short",
|
|
254
|
+
speed: 1
|
|
255
|
+
},
|
|
256
|
+
{
|
|
257
|
+
id: "geon_elbow_smash",
|
|
258
|
+
name: {
|
|
259
|
+
korean: "팔꿈치치기",
|
|
260
|
+
english: "Elbow Smash",
|
|
261
|
+
romanized: "palkkumchi-chigi"
|
|
262
|
+
},
|
|
263
|
+
koreanName: "팔꿈치치기",
|
|
264
|
+
englishName: "Elbow Smash",
|
|
265
|
+
romanized: "palkkumchi-chigi",
|
|
266
|
+
description: {
|
|
267
|
+
korean: "근거리에서 팔꿈치로 관자놀이나 턱을 강타",
|
|
268
|
+
english: "Close-range elbow strike to temple or jaw"
|
|
269
|
+
},
|
|
270
|
+
stance: TrigramStance.GEON,
|
|
271
|
+
type: CombatAttackType.ELBOW,
|
|
272
|
+
damageType: DamageType.BLUNT,
|
|
273
|
+
damage: 33,
|
|
274
|
+
kiCost: 16,
|
|
275
|
+
staminaCost: 20,
|
|
276
|
+
accuracy: .86,
|
|
277
|
+
reachConfig: {
|
|
278
|
+
bodyPart: "arm",
|
|
279
|
+
techniqueType: "elbow",
|
|
280
|
+
baseExtension: .5
|
|
281
|
+
},
|
|
282
|
+
executionTime: 770,
|
|
283
|
+
recoveryTime: 1190,
|
|
284
|
+
critChance: .16,
|
|
285
|
+
critMultiplier: 1.8,
|
|
286
|
+
effects: [],
|
|
287
|
+
animationCategory: "elbow_strike",
|
|
288
|
+
animationId: "geon_elbow_smash",
|
|
289
|
+
animationType: AnimationType.CRUSHING_ELBOW,
|
|
290
|
+
animationSpeed: .75,
|
|
291
|
+
category: "medium",
|
|
292
|
+
range: "short",
|
|
293
|
+
speed: 1.1
|
|
294
|
+
}
|
|
295
|
+
];
|
|
296
|
+
//#endregion
|
|
297
|
+
export { GEON_TECHNIQUES };
|
|
298
|
+
|
|
299
|
+
//# sourceMappingURL=GeonTechniques.js.map
|