Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.6.52
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    Interface KoreanTechnique

    Korean Technique - Core martial arts technique definition 한국 무술 기술 정의

    한국무술기술

    interface KoreanTechnique {
        accuracy: number;
        animationCategory?: string;
        animationId?: string;
        animationSpeed?: number;
        animationType?: AnimationType;
        blockWindow?: number;
        category?: TechniqueBalanceCategory;
        critChance: number;
        critMultiplier: number;
        damage: number;
        damageReduction?: number;
        damageType: string;
        description: { english: string; korean: string };
        effects: readonly StatusEffect[];
        englishName: string;
        executionTime: number;
        id: string;
        kiCost: number;
        koreanName: string;
        name: { english: string; korean: string; romanized: string };
        perfectBlockWindow?: number;
        range?: TechniqueRange;
        reachConfig: PhysicalReachConfig;
        recoveryTime: number;
        romanized: string;
        rootingEffect?: boolean;
        speed?: number;
        stabilityBonus?: number;
        staminaCost: number;
        stance: TrigramStance;
        type: string;
    }
    Index

    Properties

    accuracy: number
    animationCategory?: string

    Animation category for this technique Represents the TYPE/CATEGORY of animation (e.g., "punch", "kick", "throw") Multiple techniques can share the same category.

    애니메이션 카테고리 (타입)

    AnimationCategory.PUNCH, AnimationCategory.KICK
    

    애니메이션카테고리

    animationId?: string

    Unique animation identifier for 1-1 mapping with technique Should match the technique ID for direct animation lookup.

    고유 애니메이션 식별자 (1-1 매핑)

    "geon_heavenly_fist", "son_rhythmic_strikes"
    

    애니메이션ID

    animationSpeed?: number

    Animation speed modifier (default: 1.0) 애니메이션 속도 조절 (기본: 1.0)

    animationType?: AnimationType

    Legacy: Animation type field (being migrated to animationCategory + animationId) Use animationCategory and animationId instead 스켈레탈 애니메이션에 직접 매핑하기 위한 애니메이션 타입

    애니메이션타입

    blockWindow?: number

    Block timing window in milliseconds for blocking attacks 막기 타이밍 창 (밀리초)

    Defines the time window during which a block can successfully defend against an incoming attack. Used for Gan (Mountain) stance immovable defense techniques.

    막기타이밍창

    250 // 250ms window for standard block
    

    Technique category for gameplay balance 기술 분류 (경량/중형/중량/특수)

    • light: Fast, low damage, low stamina cost
    • medium: Balanced speed/damage/cost
    • heavy: Slow, high damage, high stamina cost
    • special: Unique effects, vital point targeting

    Note: Optional for backward compatibility, but required for all trigram stance techniques. Tests validate presence and correctness.

    기술분류

    critChance: number
    critMultiplier: number
    damage: number
    damageReduction?: number

    Damage reduction multiplier when blocking (0.0 to 1.0) 막기 시 데미지 감소 배율

    Represents the percentage of damage absorbed when blocking. 0.7 = 70% damage reduction (30% damage taken) Higher values = better defense

    데미지감소배율

    0.7 // 70% damage reduction
    
    damageType: string

    Damage type (e.g., "blunt", "internal", "joint")

    description: { english: string; korean: string }

    Technique description

    effects: readonly StatusEffect[]

    Status effects applied on hit

    englishName: string

    English name

    executionTime: number
    id: string

    Unique identifier for the technique

    kiCost: number
    koreanName: string

    Korean name (한글)

    name: { english: string; korean: string; romanized: string }

    Bilingual name with romanization

    perfectBlockWindow?: number

    Perfect block timing window in milliseconds 완벽한 막기 타이밍 창 (밀리초)

    A tighter window within the blockWindow for executing a perfect block, which may trigger additional effects like stone particles or increased damage reduction. For Gan (Mountain) stance defensive mastery.

    완벽막기타이밍창

    75 // 75ms window for perfect block
    

    Effective range category 유효 거리 분류

    • short: Close combat (0-1m)
    • medium: Mid range (1-2m)
    • long: Extended reach (2-3m)

    Note: Optional for backward compatibility, but required for all trigram stance techniques. Tests validate presence and distribution.

    거리분류

    reachConfig: PhysicalReachConfig

    Physical reach configuration using body parts and attributes. Replaces simple range value with complex calculation based on:

    • Body part length (arm/leg from archetype physical attributes)
    • Animation extension multiplier (from hit timing)
    • Stance modifiers (Eight Trigrams bonuses)

    Korean: 물리적 도달 설정

    물리적도달설정

    recoveryTime: number
    romanized: string

    Romanized Korean (로마자)

    rootingEffect?: boolean

    Rooting effect flag for ground connection 뿌리내림 효과 플래그

    When true, indicates the technique creates a rooted, grounded stance with visible ground connection. For Gan (Mountain) immovable defense.

    뿌리내림효과

    true // Technique creates rooting effect
    
    speed?: number

    Speed rating for technique execution 기술 실행 속도 등급

    Higher values = faster execution Typical range: 0.6 (slow) to 1.4 (very fast)

    Note: Optional for backward compatibility, but required for all trigram stance techniques. Should align with animationSpeed.

    속도등급

    stabilityBonus?: number

    Stability bonus multiplier for defensive fortitude 안정성 보너스 배율

    Multiplier applied to stability/fortitude when in defensive stance. Represents the mountain-like immovable nature of Gan techniques. Higher values = more difficult to break through defense

    안정성보너스

    1.5 // 150% stability increase
    
    staminaCost: number

    Required stance for execution (팔괘 자세)

    type: string

    Combat attack type (e.g., "strike", "kick", "throw")