Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.7.84
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    Module blacktrigram

    Black Trigram (흑괘) - Korean Martial Arts Combat Simulator

    An immersive 3D combat simulator deeply rooted in Korean martial arts and the I Ching trigram philosophy.

    TransitionCalculator
    BodyPartHealthSystem
    InjuryTracker
    MovementPenaltySystem
    InjuryMovementModifier
    AdaptiveDifficulty
    AIComboSystem
    AIDecisionTree
    AudioAssetRegistry
    AudioCache
    AudioManager
    AudioUtils
    BalanceSystem
    CombatInjuryIntegration
    CombatStateSystem
    ConsciousnessSystem
    DamageCalculator
    GrappleSystem
    HitDetection
    KoreanAnatomySystem
    KoreanCulture
    KoreanTechniquesSystem
    LayoutSystem
    PainResponseSystem
    PlayerInjuryTrackingManager
    StanceManager
    TrainingAI
    TrainingCombatSystem
    TrigramCalculator
    VariantSelector
    BreathingDisruptionSystem
    GrappleControl
    Technique
    TechniqueCooldown
    TechniqueSelection
    TechniqueValidation
    ElementalRelations
    KoreanAnatomicalZone
    BodyPartDamageDistribution
    BodyPartEffects
    BodyPartHealth
    BodyPartHealthConfig
    BodyPartMaxHealth
    BodyPartStatus
    InstantMovementPenalty
    MovementPenalty
    InjuryMovementConfig
    InjuryMovementResult
    MinimalPlayerState
    PhysicalAttributes
    PlayerCreationData
    PlayerMatchStats
    PlayerState
    PerformanceSettings
    AccessibilityValidation
    AIDecision
    AIPersonality
    AISystemConfig
    AnimationConfig
    AnimationFrame
    AnimationState
    AnimationSystemInterface
    ArchetypeBehavior
    ArchetypeCardProps
    ArchetypeComboSequence
    ArchetypeEnforcementRules
    ArchetypeTrigramAffinity
    AriaAttributes
    AssetGroup
    AudioAsset
    AudioAssetManifest
    AudioCacheConfig
    AudioCapabilities
    AudioChannel
    AudioConfig
    AudioContext3D
    AudioContextValue
    AudioEffect
    AudioEvent
    AudioLoadingState
    AudioManagerInterface
    AudioPlaybackOptions
    AudioProviderProps
    AudioState
    AudioSystemInterface
    AudioVariantContext
    BalanceIndicatorProps
    BalancePlayerState
    BilingualLabel
    BloodDecal
    BloodDecals3DProps
    BloodLossOverlayProps
    BloodParticles3DProps
    BloodSplatterEffect
    BodyPartDamageTarget
    BodyRegionData
    BoneImpactEvent
    BreathingAudioEffect
    BreathingIndicatorConfig
    BreathingPostureState
    CacheStats
    CameraConfiguration
    CollisionData
    CollisionVitalPoint
    ColorContrastConfig
    CombatAudioEvent
    CombatAudioMap
    CombatContext
    CombatControlsConfig
    CombatControlsPanelProps
    CombatDamageEvent
    CombatInjuryConfig
    CombatInput
    CombatScreen3DProps
    CombatSystemConfig
    CombatSystemInterface
    ComboSequence
    ConsciousnessBlurProps
    ControlsGuideProps
    ControlsScreen3DProps
    DifficultyIndicatorProps
    DifficultyParameters
    DisplayHitEffect
    EffectSystem
    EndScreen3DProps
    EnergyMeridian
    EnhancedAnatomicalZone
    EnhancedAudioAsset
    EnhancedAudioAssetRegistry
    EnvironmentalEffect
    EscapeAttemptResult
    EventBusInterface
    FallCheckResult
    FingerCurl
    FingerSegments
    FingerSpread
    FocusConfig
    FocusIndicatorStyle
    FPSMonitorProps
    GameConfig
    GameEvent
    GamepadState
    GameSaveData
    GameSession
    GameState
    GameSystemManager
    GameSystemState
    Gesture
    GrappleAttemptResult
    GrappleConfig
    HandAnimationState
    HandLODConfig
    HandPose
    HandStructure
    HitEffect
    IAudioAssetRegistry
    IAudioManager
    InputBufferDisplayProps
    InputEvent
    InputSystemInterface
    IntroScreen3DProps
    KeyboardActions
    KeyboardHintsProps
    KiFlowFactors
    KoreanButtonProps
    KoreanPanelProps
    KoreanTextProps
    MatchConfig
    MatchCountdownProps
    MatchStatistics
    MobileControlsWrapperProps
    MuscleActivationState
    MuscleGroup
    MuscleMeshProps
    MuscleSystemConfig
    MuscleSystemMetrics
    MusicTrack
    PainConsciousnessStatus
    PainVignetteProps
    ParticleEffect
    PauseMenuProps
    PhilosophyScreen3DProps
    PhysicsConfiguration
    PhysicsEntityConfig
    PhysicsEntityState
    PhysicsSystemInterface
    PlatformInfo
    PlayerArchetypeData
    PlayerSkillMetrics
    PlayerStateOverlayProps
    PlayerTrainingStats
    ProceduralSoundConfig
    ProgressBarProps
    QuickSettingsProps
    RegionData
    RenderableConfig
    RenderingSystemInterface
    RoundAnnouncementProps
    RoundDisplayStatusProps
    RoundResult
    RoundStartAnnouncementProps
    RoundStats
    ScreenReaderAnnouncement
    ShockPainEffect
    SoundEffect
    StaminaWarningProps
    StanceChangeResult
    StatusEffect
    SystemConfig
    SystemEvent
    SystemPerformance
    TechniqueHandPose
    TechniqueNameDisplayProps
    TrainingAIState
    TrainingProgression
    TrainingResult
    TrainingScreen3DProps
    TrainingSession
    TrainingTarget
    TransitionState
    TraumaOverlay3DProps
    TrigramEffectivenessMatrix
    TrigramPlayerContext
    TrigramStanceData
    TrigramSystemConfig
    TrigramSystemInterface
    TrigramTechniqueSummary
    TrigramTransition
    Velocity
    VisualEffect
    VitalPointEffectTarget
    VitalPointNames
    VitalPointSystemConfig
    VitalPointSystemInterface
    VoiceLine
    VulnerabilityContext
    WCAGComplianceResult
    AnimationKeyframe
    ResizeTransitionConfig
    SkeletalAnimation
    SkeletalAnimationState
    StanceGuardAnimationConfig
    StanceGuardPose
    TechniqueAnimationConfig
    ClothingItem
    ClothingLODSettings
    ClothingSet
    MaterialPreset
    BoundingBox
    CollisionResult
    RaycastQuery
    DamageRange
    EffectDuration
    BreathingDisruptionEffect
    AttackReach
    BreakingResult
    CounterOpportunity
    LimbExposureWindow
    PhysicalReachConfig
    ClothingItemProps
    ClothingSystemProps
    Player3DUnifiedProps
    PlayerStateIndicatorsProps
    StanceAuraProps
    Bounds
    Config
    GameEntity
    Position
    Position3D
    Result
    Size
    ValidationResult
    ExpressionState
    EyeProps
    EyeTrackingState
    Face3DProps
    FacialDamageState
    HeadMovementKeyframes
    MouthProps
    ElementBounds
    HtmlOverlayConfig
    HtmlOverlayPerformanceOptions
    HtmlOverlayPositionOptions
    HtmlOverlayStyle
    SafePosition
    ScreenBounds
    TextMeasurement
    InjuryLocation
    InjuryTrackerConfig
    KoreanEntity
    KoreanText
    SpacingScaleMap
    ContainerBounds
    GridPosition
    HUDPositionConfig
    LayoutConfig
    ResponsivePosition
    SafeAreaInsets
    ScreenSize
    MovementArenaBounds
    PhysicsArenaBounds
    ResponsiveBreakpoints
    ResponsiveScaleConfig
    ResponsiveValues
    Bone
    BoneChain
    HandBones
    JointConstraint
    SkeletalRig
    ScreenSizeTestResult
    FontScaleMap
    KoreanTextStyle
    Theme
    Transition
    UIGameSettings
    TechniqueKey
    StanceLaterality
    StanceWithSide
    PartialInjuryMovementConfig
    PlayerUpdateData
    PerformanceTier
    AITrainingDifficulty
    AriaCurrent
    AriaLive
    AriaRole
    AudioBodyRegion
    AudioFormat
    BorderRadiusLevel
    BreakingStatusEffectId
    EffectType
    EntityId
    EnvironmentalEffectType
    FocusEventHandler
    HandSide
    HierarchyLevel
    ImpactIntensity
    KeyboardEventHandler
    LoadPriority
    MovementPattern
    MuscleActivationMap
    MuscleGroupName
    MusicTrackId
    ParticleType
    ProgressBarType
    RoundDisplayStatus
    SoundEffectId
    SpacingLevel
    TechniqueBalanceCategory
    TechniqueCategory
    TechniqueRange
    Timestamp
    TrainingDifficulty
    TrainingMode
    TrigramStanceTechnique
    TypographyLevel
    VerticalAlignment
    VitalTargetPriority
    VoiceLineId
    PlayerAnimation
    ClothingFit
    ClothingMaterial
    ClothingType
    AnatomicalRegionPhysics
    BoundingBoxType
    BalanceState
    BreakingTarget
    ExposedLimbType
    ReachBodyPart
    TechniqueType
    Callback
    Color
    Duration
    EventHandler
    ID
    Percentage
    HtmlOverlayLayer
    HorizontalAlignment
    ZIndexValue
    ResponsiveScreenSize
    KoreanTextAlignment
    DeepReadonly
    Optional
    Required
    GameMode
    GamePhase
    BodyRegion
    CombatAttackType
    CombatState
    DamageType
    GrappleState
    GrappleTarget
    TechniqueId
    TrigramStance
    VitalPointCategory
    VitalPointEffectType
    VitalPointSeverity
    BodyPart
    LegInjuryState
    PlayerArchetype
    AIActionType
    AudioCategory
    BalanceLevel
    CombatReadinessState
    ConsciousnessLevel
    DeviceType
    DifficultyTier
    EffectIntensity
    FingerType
    GameEventType
    HandPoseType
    HitEffectEnum
    HitEffectType
    KeyCode
    PainLevel
    WCAGLevel
    AttackAnimationType
    BreathingDisruptionLevel
    FacialExpression
    HeadMovementType
    TrigramStance
    BoneName
    KoreanTextSize
    KoreanTextWeight
    combineStanceWithSide
    parseStanceWithSide
    addRandomOffset
    alignHorizontal
    alignVertical
    animationStateToPlayerAnimation
    App
    applyBreathingDisruptionFromTorsoDamage
    applyBreathingDisruptionFromVitalPoint
    applyCounterStanceDamage
    applyDamage
    applyDamageToBodyParts
    applyEffectModifiers
    applyStatusEffect
    applyVitalPointDamageToBodyParts
    calculateAnatomicalVulnerability
    calculateBreakingResult
    calculateCombatEffectiveness
    calculateCounterOpportunity
    calculateDamageEffectiveness
    calculateEffectIntensity
    calculateEnhancedVulnerability
    calculateFontSize
    calculateGridPosition
    calculateInjuryMultiplier
    calculateLegInjuryFactor
    calculateMeridianFlow
    calculateMovementSpeed
    calculateResponsiveValues
    calculateSpacing
    calculateVulnerabilityMultiplier
    canExecuteCounter
    canPlayerAct
    canPlayType
    causesBreathingDisruption
    centerElement
    checkForFall
    clampVolume
    clearPlatformCache
    combineEffects
    convertInjuriesForVisualization
    convertInjuryForVisualization
    convertPlayerStateToProps
    createAudioElement
    createBilingualLabel
    createBreathingIndicator
    createCameraConfig
    createCombatResult
    createEffectFromKoreanText
    createHitEffect
    createKoreanStatusEffect
    createPhysicsConfig
    createPlayerFromArchetype
    createResponsiveConfig
    createStatusEffect
    createTransitionString
    createTrigramEffect
    createVitalPointEffect
    darkenColor
    detectPlatform
    detectSupportedFormats
    determineExposedLimb
    enforceArchetypeBehavior
    extractVitalPointCategory
    findOptimalVitalPoints
    followsHonorCode
    formatDuration
    formatPainConsciousnessDisplay
    generateLimbExposureWindow
    generateMeridianEffects
    generateVulnerabilityHeatMap
    getActionFrequency
    getAllBreakingStatusEffectIds
    getAllPersonalities
    getAnatomicalZones
    getArchetypeAssets
    getArchetypeBehavior
    getArchetypeBonuses
    getArchetypeColors
    getArchetypeSkinTone
    getArchetypeVisualProperties
    getAssetBasePath
    getBalanceState
    getBestFormatMetadata
    getBodyPartCombatEffects
    getBodyPartPosition
    getBodyRegionFromVitalPoint
    getBodyRegionPosition
    getBreathingAudio
    getBreathingDisruptionLevel
    getBreathingPosture
    getColorWithAlpha
    getContrastColor
    getDarkOpsArchetypeBonus
    getDarkOpsTechniqueById
    getDarkOpsTechniquesByUnit
    getEffectDescription
    getEffectDisplayText
    getEffectDurationModifier
    getEnhancedZonesByPosition
    getFallTypeName
    getFontScale
    getGamTechniqueById
    getGamTechniquesByType
    getGanTechniqueById
    getGanTechniquesByType
    getGonTechniqueById
    getGonTechniquesByType
    getHealthColor
    getHitEffectColor
    getInjuryPositionWithOffset
    getKoreanFontSize
    getMeridian
    getMeridianMappingStatistics
    getMeridiansByElement
    getMeridiansForVitalPoint
    getNextComboTechnique
    getOptimalFormat
    getOptimalRange
    getPainConsciousnessStatus
    getPerformanceSettings
    getPerformanceTier
    getPersonalityByArchetype
    getPersonalityByName
    getPlayerAnimation
    getPlayerLeadFoot
    getPlayerRearFoot
    getPreferredFormat
    getRandomPersonality
    getRecommendedRecoveryTime
    getRegionBoundaries
    getRegionForPosition
    getResponsiveFontSize
    getResponsiveSpacing
    getSafeAreaInsets
    getScreenSize
    getShockPainRemainingDuration
    getSignatureMove
    getSonTechniqueById
    getSonTechniquesByType
    getSpacingScale
    getStanceEffectiveness
    getStanceFromKey
    getTechniquesByStance
    getTrigramKey
    getTrigramProperties
    getVitalPointById
    getVitalPointByOnPlayerId
    getVitalPointsByCategory
    getVitalPointsByDifficulty
    getVitalPointsByRegion
    getVitalPointsBySeverity
    getVitalPointsByStance
    getVitalPointsForMeridian
    getVitalPointsInRegion
    getVitalPointsStats
    getZoneByPosition
    groupEffectsByType
    groupEffectsByTypeEnum
    hasEnoughResources
    healBodyPartsProportionally
    hexColorToCSS
    hexToRgb
    hexToRgbaString
    initializeBodyFacing
    initializeBodyPartHealthForPlayer
    interpolateColor
    interpolateDifficultyParameters
    isActionProhibited
    isAudioSupported
    isBreakingStatusEffectId
    isDesktopSize
    isEffectBeneficial
    isHeadTraumaHit
    isInFallOrGroundState
    isMobileDevice
    isMobileSize
    isPlayerIncapacitatedByBodyDamage
    isPointInPolygon
    isPositionInBodyPart
    isPositionInEnhancedZone
    isPositionInRegion
    isShockPainActive
    isTabletSize
    isValidArchetype
    isVitalPoint
    isVitalPointCategory
    isVitalPointOnMeridian
    lightenColor
    mapBodyRegionToBodyPart
    mapLimbToBreakingTarget
    mixColors
    normalizeVolume
    removeExpiredEffects
    resetPlayerState
    resolveAssetPath
    rgbToHex
    selectAudioFormat
    selectCombatMusic
    selectCombatSound
    selectHitSound
    setAssetBasePath
    shouldExecuteSignatureMove
    shouldUseMobileControls
    skillScoreToTier
    testScreenSize
    toggleStanceSide
    toHex
    toHexColor
    updateBreathingDisruption
    updateEffect
    updatePlayerState
    updateStatusEffects
    upgradeLegacyBreathlessness
    useAudio
    validateAudioUrl
    mirrorGuardPose
    assertValidPhysicalReachConfig
    isValidBaseExtension
    applyHtmlOverlayStyles
    calculateDistanceFactor
    calculateSafePosition
    createHtmlOverlayConfig
    getDefaultSafeArea
    getZIndexForLayer
    measureTextBounds
    calculateArenaBounds
    calculateDistanceMeters
    clampPositionToBounds
    clampToArenaBounds
    getPixelsPerMeter
    isPositionInBounds
    metersToPixels
    pixelsToMeters
    BODY_PART_EFFECT_CONSTANTS
    DEFAULT_BODY_PART_CONFIG
    MOVEMENT_PENALTY_CONSTANTS
    FRAME_TIME_BUDGET
    PERFORMANCE_SETTINGS_BY_TIER
    AI_MOVEMENT_METERS
    AI_OPTIMAL_RANGE_METERS
    AI_PERSONALITIES
    ANATOMICAL_REGIONS_DATA
    ANIMATION_TIMINGS
    ARCHETYPE_BEHAVIORS
    ARCHETYPE_ENFORCEMENT
    ARCHETYPE_SIGNATURE_COMBOS
    ArchetypeCard
    ARENA_SIZE_METERS
    AUDIO_DEFAULTS
    AUDIO_FORMATS
    audioAssetRegistry
    AudioContext
    AudioProvider
    BalanceIndicator
    BASE_PLAYER_STATS
    BloodDecals3D
    BloodLossOverlayHtml
    BloodParticles3D
    bodyPartHealthSystem
    BORDER_RADIUS
    BORDERS
    BREAKING_STATUS_EFFECT_IDS
    BREATHING_AUDIO_EFFECTS
    BREATHING_INDICATOR_CONFIGS
    BREATHING_POSTURE_STATES
    CANVAS_ASPECT_RATIO
    CENTER_POSITION_X
    CHARACTER_DIMENSIONS
    COMBAT_AUDIO_MAP
    COMBAT_CONFIG
    COMBAT_CONSTANTS
    COMBAT_CONTROLS
    COMBAT_PHASES
    COMBAT_RANGES
    COMBAT_RANGES_METERS
    COMBAT_STATE_MACHINE
    COMBAT_TIMING
    COMBAT_UI_DIMENSIONS
    COMBAT_UI_DIMENSIONS_NUMERIC
    CombatControlsPanel
    CombatScreen3D
    ConsciousnessBlur
    ControlsGuide
    ControlsScreen3D
    COUNTER_STANCE_DAMAGE_MULTIPLIER
    DAMAGE_CONSTANTS
    DAMAGE_TYPE_EFFECTIVENESS
    DAMAGE_TYPES
    DARK_OPS_ARCHETYPE_BONUSES
    DARK_OPS_NIGHT_BONUS
    DARK_OPS_SPECIAL_EFFECTS
    DARK_OPS_TECHNIQUE_COUNT
    DARK_OPS_TECHNIQUES
    DARK_OPS_UNITS
    DEFAULT_COMBAT_INJURY_CONFIG
    DEFAULT_GAME_SPEED
    DEFAULT_GRAPPLE_CONFIG
    DEFAULT_INJURY_MOVEMENT_CONFIG
    DEFAULT_INJURY_TRACKER_CONFIG
    DEFAULT_MUSCLE_CONFIG
    DEFAULT_ROW_HEIGHT
    defaultLayoutSystem
    DIFFICULTY_PARAMETERS
    DIFFICULTY_SETTINGS
    DifficultyIndicator
    EFFECTIVENESS_MODIFIERS
    ELEMENTAL_RELATIONS
    EndScreen3D
    ENERGY_MERIDIANS
    ENERGY_MERIDIANS_ARRAY
    ENHANCED_ANATOMICAL_ZONES
    ENHANCED_DAMAGE_CONSTANTS
    FONT_SIZE_MULTIPLIERS
    FPSMonitor
    FRAME_TIME
    GAM_TECHNIQUE_COUNT
    GAM_TECHNIQUES
    GAME_CONFIG
    GAME_METADATA
    GAME_MODE_CONFIG
    GAME_PHASES
    GAME_STATES
    GAN_TECHNIQUE_COUNT
    GAN_TECHNIQUES
    GEON_TECHNIQUES
    getColorRGB
    GON_TECHNIQUE_COUNT
    GON_TECHNIQUES
    GRADIENTS
    HALF_CANVAS_HEIGHT
    HALF_CANVAS_WIDTH
    HIERARCHY
    HIT_DETECTION
    HUD_STYLE
    injuryMovementModifier
    injuryTracker
    INPUT_CONSTANTS
    InputBufferDisplay
    IntroScreen3D
    JIN_TECHNIQUES
    KEYBOARD_MAPPING
    KeyboardHints
    KOREAN_ANATOMICAL_ZONES
    KOREAN_ANATOMICAL_ZONES_ARRAY
    KOREAN_TECHNIQUE_CATEGORIES
    KOREAN_VITAL_POINTS
    KoreanButton
    KoreanPanel
    KoreanText3D
    LAYOUT_MULTIPLIERS
    LI_TECHNIQUES
    MARTIAL_ARTS_CONFIG
    MatchCountdown
    MOBILE_BREAKPOINT
    MobileControlsWrapper
    movementPenaltySystem
    OPACITY
    PainVignette
    PauseMenu
    PERFORMANCE_CONFIG
    PERFORMANCE_THRESHOLDS
    PhilosophyScreen3D
    PLAYER_ARCHETYPES_DATA
    PLAYER_COLORS
    PLAYER_DISTANCE
    PLAYER_START_POSITIONS
    playerInjuryManager
    PlayerStateOverlayHtml
    ProgressBar
    QuickSettings
    RESOURCE_COSTS
    RoundAnnouncement
    RoundDisplayStatus
    RoundStartAnnouncement
    SAMPLE_VITAL_POINTS
    SON_TECHNIQUE_COUNT
    SON_TECHNIQUES
    SPACING
    SPACING_ADJUSTMENTS
    SPACING_NUMERIC
    StaminaWarning
    STANCE_COUNTERS
    STANCE_EFFECTIVENESS_MATRIX
    STATUS_DURATIONS
    TABLET_BREAKPOINT
    TAE_TECHNIQUES
    TECHNIQUE_DIFFICULTY_LEVELS
    TECHNIQUE_EFFECTIVENESS_MATRIX
    TECHNIQUE_MODIFIERS
    TECHNIQUE_NAMING
    TECHNIQUE_PROPERTIES
    TECHNIQUE_RESULTS
    TechniqueNameDisplay
    TEXT_EFFECTS
    TICK_RATE
    TRAINING_COMBAT_SETTINGS
    TRAINING_CONFIG
    TRAINING_STATE_MACHINE
    TrainingScreen3D
    TRANSITIONS
    TraumaOverlay3D
    TRIGRAM_DATA
    TRIGRAM_STANCES_ORDER
    TRIGRAM_TECHNIQUE_PROPERTIES
    TYPOGRAPHY
    TYPOGRAPHY_NUMERIC
    UI_CONSTANTS
    UI_LAYOUT
    VISUAL_EFFECTS
    VITAL_POINT_MERIDIAN_MAP
    DEFAULT_RESIZE_TRANSITION
    ANIMATION_DURATIONS
    ANATOMICAL_DIMENSIONS
    CYBERPUNK_COLORS
    KOREAN_COLORS
    BASE_REACH
    BASE_STAMINA_REGEN_RATE
    STANCE_REACH_MODIFIERS
    METERS_TO_PIXELS_SCALE
    METERS_TO_TRAINING_UNITS
    REFERENCE_PIXELS_PER_METER
    DEFAULT_EXPRESSION_STATE
    DEFAULT_EYE_TRACKING
    DEFAULT_FACIAL_DAMAGE
    EYE_OPENNESS
    FACIAL_EXPRESSION_NAMES
    MOUTH_OPENNESS
    COLLISION_KOREAN_TERMS
    SPACING_SCALE_MAP
    HUD_HEIGHT
    HUD_WIDTH_PERCENT
    Z_INDEX
    BASE_MOVEMENT_ACCELERATION
    BODY_RADIUS_METERS
    DEFAULT_BODY_RADIUS_METERS
    DEFAULT_PHYSICS_ARENA_BOUNDS
    RESPONSIVE_BREAKPOINTS
    FONT_SCALE_MAP
    FONT_SIZE_CONSTRAINTS
    KOREAN_MOBILE_FONT_SIZES
    FONT_FAMILY
    FONT_SIZES
    FONT_WEIGHTS
    KOREAN_FONT_WEIGHTS
    KOREAN_TEXT_SIZES
    HEALTH_COLORS
    UI_DIMENSIONS
    ArchetypeCard
    BalanceIndicator
    ConsciousnessBlur
    KoreanButton
    KoreanPanel
    KoreanText3D
    PainVignette
    ProgressBar
    StaminaWarning
    AnatomicalRegion → AnatomicalRegion
    ARCHETYPE_ASSETS → ARCHETYPE_ASSETS
    ARCHETYPE_BACKGROUNDS → ARCHETYPE_BACKGROUNDS
    ARCHETYPE_TECHNIQUE_BONUSES → ARCHETYPE_TECHNIQUE_BONUSES
    Audio → audio
    CombatEventData → CombatEventData
    CombatResult → CombatResult
    CombatScreen3DDefault → CombatScreen3D
    CombatStats → CombatStats
    CombatSystem → CombatSystem
    Components → components
    DamageResult → DamageResult
    Data → data
    FALLBACK_ARCHETYPE_IMAGE → FALLBACK_ARCHETYPE_IMAGE
    getAllTechniques → getAllTechniques
    getTechniqueById → getTechniqueById
    getTechniqueCountByStance → getTechniqueCountByStance
    getTotalTechniqueCount → getTotalTechniqueCount
    Hooks → hooks
    Injury → Injury
    InjuryType → InjuryType
    KoreanTechnique → KoreanTechnique
    MAX_TRANSITION_COST_KI → MAX_TRANSITION_COST_KI
    MAX_TRANSITION_COST_STAMINA → MAX_TRANSITION_COST_STAMINA
    MAX_TRANSITION_TIME_MILLISECONDS → MAX_TRANSITION_TIME_MILLISECONDS
    PERFORMANCE_RATING_THRESHOLDS → PERFORMANCE_RATING_THRESHOLDS
    ROUND_ANNOUNCEMENT_TIMINGS → ROUND_ANNOUNCEMENT_TIMINGS
    RoundDisplayStatusType → RoundDisplayStatus
    STANCE_SPEED_MODIFIERS → STANCE_SPEED_MODIFIERS
    StanceTransition → StanceTransition
    Systems → systems
    TrainingCombatResult → TrainingCombatResult
    TransitionMetrics → TransitionMetrics
    TransitionPath → TransitionPath
    TRIGRAM_TECHNIQUES → TRIGRAM_TECHNIQUES
    TrigramCombatStyle → TrigramCombatStyle
    TrigramData → TrigramData
    TrigramPhilosophy → TrigramPhilosophy
    TrigramSystem → TrigramSystem
    TrigramTheme → TrigramTheme
    TrigramTransitionCost → TrigramTransitionCost
    TrigramTransitionRule → TrigramTransitionRule
    Types → types
    Utils → utils
    VitalPoint → VitalPoint
    VitalPointEffect → VitalPointEffect
    VitalPointHitResult → VitalPointHitResult
    VitalPointSystem → VitalPointSystem