Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.7.20
🏠 Live Game
📦 npm Package
📦 GitHub
🛡️ ISMS
Preparing search index...
systems
Module systems
Barrel exports for systems types
References
AdaptiveDifficulty
→
AdaptiveDifficulty
addRandomOffset
→
addRandomOffset
AI_PERSONALITIES
→
AI_PERSONALITIES
AIActionType
→
AIActionType
AIComboSystem
→
AIComboSystem
AIDecision
→
AIDecision
AIDecisionTree
→
AIDecisionTree
AIPersonality
→
AIPersonality
AISystemConfig
→
AISystemConfig
AITrainingDifficulty
→
AITrainingDifficulty
alignHorizontal
→
alignHorizontal
alignVertical
→
alignVertical
ANATOMICAL_REGIONS_DATA
→
ANATOMICAL_REGIONS_DATA
AnatomicalRegion
→
AnatomicalRegion
ANIMATION_TIMINGS
→
ANIMATION_TIMINGS
AnimationConfig
→
AnimationConfig
AnimationFrame
→
AnimationFrame
AnimationState
→
AnimationState
AnimationSystemInterface
→
AnimationSystemInterface
applyBreathingDisruptionFromTorsoDamage
→
applyBreathingDisruptionFromTorsoDamage
applyBreathingDisruptionFromVitalPoint
→
applyBreathingDisruptionFromVitalPoint
applyCounterStanceDamage
→
applyCounterStanceDamage
applyDamageToBodyParts
→
applyDamageToBodyParts
applyVitalPointDamageToBodyParts
→
applyVitalPointDamageToBodyParts
ARCHETYPE_BEHAVIORS
→
ARCHETYPE_BEHAVIORS
ARCHETYPE_ENFORCEMENT
→
ARCHETYPE_ENFORCEMENT
ARCHETYPE_SIGNATURE_COMBOS
→
ARCHETYPE_SIGNATURE_COMBOS
ArchetypeBehavior
→
ArchetypeBehavior
ArchetypeComboSequence
→
ArchetypeComboSequence
ArchetypeEnforcementRules
→
ArchetypeEnforcementRules
ArchetypeTrigramAffinity
→
ArchetypeTrigramAffinity
AUDIO_DEFAULTS
→
AUDIO_DEFAULTS
BalanceLevel
→
BalanceLevel
BalancePlayerState
→
BalancePlayerState
BalanceSystem
→
BalanceSystem
BASE_PLAYER_STATS
→
BASE_PLAYER_STATS
BODY_PART_EFFECT_CONSTANTS
→
BODY_PART_EFFECT_CONSTANTS
BodyPart
→
BodyPart
BodyPartDamageDistribution
→
BodyPartDamageDistribution
BodyPartDamageTarget
→
BodyPartDamageTarget
BodyPartEffects
→
BodyPartEffects
BodyPartHealth
→
BodyPartHealth
BodyPartHealthConfig
→
BodyPartHealthConfig
bodyPartHealthSystem
→
bodyPartHealthSystem
BodyPartHealthSystem
→
BodyPartHealthSystem
BodyPartMaxHealth
→
BodyPartMaxHealth
BodyPartStatus
→
BodyPartStatus
BodyRegionData
→
BodyRegionData
BREAKING_STATUS_EFFECT_IDS
→
BREAKING_STATUS_EFFECT_IDS
BreakingStatusEffectId
→
BreakingStatusEffectId
BREATHING_AUDIO_EFFECTS
→
BREATHING_AUDIO_EFFECTS
BREATHING_INDICATOR_CONFIGS
→
BREATHING_INDICATOR_CONFIGS
BREATHING_POSTURE_STATES
→
BREATHING_POSTURE_STATES
BreathingAudioEffect
→
BreathingAudioEffect
BreathingDisruptionEffect
→
BreathingDisruptionEffect
BreathingDisruptionLevel
→
BreathingDisruptionLevel
BreathingDisruptionSystem
→
BreathingDisruptionSystem
BreathingIndicatorConfig
→
BreathingIndicatorConfig
BreathingPostureState
→
BreathingPostureState
calculateAnatomicalVulnerability
→
calculateAnatomicalVulnerability
calculateBreakingResult
→
calculateBreakingResult
calculateCounterOpportunity
→
calculateCounterOpportunity
calculateDamageEffectiveness
→
calculateDamageEffectiveness
calculateEnhancedVulnerability
→
calculateEnhancedVulnerability
calculateGridPosition
→
calculateGridPosition
calculateInjuryMultiplier
→
calculateInjuryMultiplier
calculateLegInjuryFactor
→
calculateLegInjuryFactor
calculateMeridianFlow
→
calculateMeridianFlow
calculateMovementSpeed
→
calculateMovementSpeed
calculateVulnerabilityMultiplier
→
calculateVulnerabilityMultiplier
canExecuteCounter
→
canExecuteCounter
CANVAS_ASPECT_RATIO
→
CANVAS_ASPECT_RATIO
causesBreathingDisruption
→
causesBreathingDisruption
CENTER_POSITION_X
→
CENTER_POSITION_X
centerElement
→
centerElement
CHARACTER_DIMENSIONS
→
CHARACTER_DIMENSIONS
checkForFall
→
checkForFall
CollisionData
→
CollisionData
COMBAT_AUDIO_MAP
→
COMBAT_AUDIO_MAP
COMBAT_CONFIG
→
COMBAT_CONFIG
COMBAT_CONSTANTS
→
COMBAT_CONSTANTS
COMBAT_CONTROLS
→
COMBAT_CONTROLS
COMBAT_PHASES
→
COMBAT_PHASES
COMBAT_RANGES
→
COMBAT_RANGES
COMBAT_STATE_MACHINE
→
COMBAT_STATE_MACHINE
COMBAT_TIMING
→
COMBAT_TIMING
CombatContext
→
CombatContext
CombatControlsConfig
→
CombatControlsConfig
CombatDamageEvent
→
CombatDamageEvent
CombatEventData
→
CombatEventData
CombatInjuryConfig
→
CombatInjuryConfig
CombatInjuryIntegration
→
CombatInjuryIntegration
CombatInput
→
CombatInput
CombatReadinessState
→
CombatReadinessState
CombatResult
→
CombatResult
CombatStateSystem
→
CombatStateSystem
CombatStats
→
CombatStats
CombatSystem
→
CombatSystem
CombatSystemConfig
→
CombatSystemConfig
CombatSystemInterface
→
CombatSystemInterface
combineStanceWithSide
→
combineStanceWithSide
ComboSequence
→
ComboSequence
ConsciousnessLevel
→
ConsciousnessLevel
ConsciousnessSystem
→
ConsciousnessSystem
convertInjuriesForVisualization
→
convertInjuriesForVisualization
convertInjuryForVisualization
→
convertInjuryForVisualization
COUNTER_STANCE_DAMAGE_MULTIPLIER
→
COUNTER_STANCE_DAMAGE_MULTIPLIER
createBreathingIndicator
→
createBreathingIndicator
createCombatResult
→
createCombatResult
createVitalPointEffect
→
createVitalPointEffect
DAMAGE_CONSTANTS
→
DAMAGE_CONSTANTS
DAMAGE_TYPE_EFFECTIVENESS
→
DAMAGE_TYPE_EFFECTIVENESS
DAMAGE_TYPES
→
DAMAGE_TYPES
DamageCalculator
→
DamageCalculator
DamageResult
→
DamageResult
DARK_OPS_ARCHETYPE_BONUSES
→
DARK_OPS_ARCHETYPE_BONUSES
DARK_OPS_NIGHT_BONUS
→
DARK_OPS_NIGHT_BONUS
DARK_OPS_SPECIAL_EFFECTS
→
DARK_OPS_SPECIAL_EFFECTS
DARK_OPS_TECHNIQUE_COUNT
→
DARK_OPS_TECHNIQUE_COUNT
DARK_OPS_TECHNIQUES
→
DARK_OPS_TECHNIQUES
DARK_OPS_UNITS
→
DARK_OPS_UNITS
DEFAULT_BODY_PART_CONFIG
→
DEFAULT_BODY_PART_CONFIG
DEFAULT_COMBAT_INJURY_CONFIG
→
DEFAULT_COMBAT_INJURY_CONFIG
DEFAULT_GAME_SPEED
→
DEFAULT_GAME_SPEED
DEFAULT_GRAPPLE_CONFIG
→
DEFAULT_GRAPPLE_CONFIG
DEFAULT_INJURY_MOVEMENT_CONFIG
→
DEFAULT_INJURY_MOVEMENT_CONFIG
DEFAULT_INJURY_TRACKER_CONFIG
→
DEFAULT_INJURY_TRACKER_CONFIG
DEFAULT_ROW_HEIGHT
→
DEFAULT_ROW_HEIGHT
defaultLayoutSystem
→
defaultLayoutSystem
determineExposedLimb
→
determineExposedLimb
DIFFICULTY_PARAMETERS
→
DIFFICULTY_PARAMETERS
DIFFICULTY_SETTINGS
→
DIFFICULTY_SETTINGS
DifficultyParameters
→
DifficultyParameters
DifficultyTier
→
DifficultyTier
DisplayHitEffect
→
DisplayHitEffect
EffectIntensity
→
EffectIntensity
EFFECTIVENESS_MODIFIERS
→
EFFECTIVENESS_MODIFIERS
EffectSystem
→
EffectSystem
EffectType
→
EffectType
ELEMENTAL_RELATIONS
→
ELEMENTAL_RELATIONS
ElementalRelations
→
ElementalRelations
ENERGY_MERIDIANS
→
ENERGY_MERIDIANS
ENERGY_MERIDIANS_ARRAY
→
ENERGY_MERIDIANS_ARRAY
EnergyMeridian
→
EnergyMeridian
enforceArchetypeBehavior
→
enforceArchetypeBehavior
ENHANCED_ANATOMICAL_ZONES
→
ENHANCED_ANATOMICAL_ZONES
ENHANCED_DAMAGE_CONSTANTS
→
ENHANCED_DAMAGE_CONSTANTS
EnhancedAnatomicalZone
→
EnhancedAnatomicalZone
EntityId
→
EntityId
EnvironmentalEffect
→
EnvironmentalEffect
EnvironmentalEffectType
→
EnvironmentalEffectType
EscapeAttemptResult
→
EscapeAttemptResult
EventBusInterface
→
EventBusInterface
extractVitalPointCategory
→
extractVitalPointCategory
FallCheckResult
→
FallCheckResult
findOptimalVitalPoints
→
findOptimalVitalPoints
followsHonorCode
→
followsHonorCode
formatPainConsciousnessDisplay
→
formatPainConsciousnessDisplay
FRAME_TIME
→
FRAME_TIME
GAM_TECHNIQUE_COUNT
→
GAM_TECHNIQUE_COUNT
GAM_TECHNIQUES
→
GAM_TECHNIQUES
GAME_CONFIG
→
GAME_CONFIG
GAME_METADATA
→
GAME_METADATA
GAME_MODE_CONFIG
→
GAME_MODE_CONFIG
GAME_PHASES
→
GAME_PHASES
GAME_STATES
→
GAME_STATES
GameConfig
→
GameConfig
GameEvent
→
GameEvent
GameEventType
→
GameEventType
GamepadState
→
GamepadState
GameSaveData
→
GameSaveData
GameSession
→
GameSession
GameState
→
GameState
GameSystemManager
→
GameSystemManager
GameSystemState
→
GameSystemState
GAN_TECHNIQUE_COUNT
→
GAN_TECHNIQUE_COUNT
GAN_TECHNIQUES
→
GAN_TECHNIQUES
generateLimbExposureWindow
→
generateLimbExposureWindow
generateMeridianEffects
→
generateMeridianEffects
generateVulnerabilityHeatMap
→
generateVulnerabilityHeatMap
GEON_TECHNIQUES
→
GEON_TECHNIQUES
Gesture
→
Gesture
getActionFrequency
→
getActionFrequency
getAllBreakingStatusEffectIds
→
getAllBreakingStatusEffectIds
getAllPersonalities
→
getAllPersonalities
getAllTechniques
→
getAllTechniques
getAnatomicalZones
→
getAnatomicalZones
getArchetypeBehavior
→
getArchetypeBehavior
getBodyPartCombatEffects
→
getBodyPartCombatEffects
getBodyPartPosition
→
getBodyPartPosition
getBodyRegionFromVitalPoint
→
getBodyRegionFromVitalPoint
getBodyRegionPosition
→
getBodyRegionPosition
getBreathingAudio
→
getBreathingAudio
getBreathingDisruptionLevel
→
getBreathingDisruptionLevel
getBreathingPosture
→
getBreathingPosture
getDarkOpsArchetypeBonus
→
getDarkOpsArchetypeBonus
getDarkOpsTechniqueById
→
getDarkOpsTechniqueById
getDarkOpsTechniquesByUnit
→
getDarkOpsTechniquesByUnit
getEnhancedZonesByPosition
→
getEnhancedZonesByPosition
getFallTypeName
→
getFallTypeName
getGamTechniqueById
→
getGamTechniqueById
getGamTechniquesByType
→
getGamTechniquesByType
getGanTechniqueById
→
getGanTechniqueById
getGanTechniquesByType
→
getGanTechniquesByType
getGonTechniqueById
→
getGonTechniqueById
getGonTechniquesByType
→
getGonTechniquesByType
getInjuryPositionWithOffset
→
getInjuryPositionWithOffset
getMeridian
→
getMeridian
getMeridianMappingStatistics
→
getMeridianMappingStatistics
getMeridiansByElement
→
getMeridiansByElement
getMeridiansForVitalPoint
→
getMeridiansForVitalPoint
getNextComboTechnique
→
getNextComboTechnique
getOptimalRange
→
getOptimalRange
getPainConsciousnessStatus
→
getPainConsciousnessStatus
getPersonalityByArchetype
→
getPersonalityByArchetype
getPersonalityByName
→
getPersonalityByName
getRandomPersonality
→
getRandomPersonality
getRecommendedRecoveryTime
→
getRecommendedRecoveryTime
getRegionBoundaries
→
getRegionBoundaries
getRegionForPosition
→
getRegionForPosition
getShockPainRemainingDuration
→
getShockPainRemainingDuration
getSignatureMove
→
getSignatureMove
getSonTechniqueById
→
getSonTechniqueById
getSonTechniquesByType
→
getSonTechniquesByType
getStanceFromKey
→
getStanceFromKey
getTechniqueById
→
getTechniqueById
getTechniqueCountByStance
→
getTechniqueCountByStance
getTechniquesByStance
→
getTechniquesByStance
getTotalTechniqueCount
→
getTotalTechniqueCount
getTrigramKey
→
getTrigramKey
getTrigramProperties
→
getTrigramProperties
getVitalPointById
→
getVitalPointById
getVitalPointsByCategory
→
getVitalPointsByCategory
getVitalPointsByDifficulty
→
getVitalPointsByDifficulty
getVitalPointsByRegion
→
getVitalPointsByRegion
getVitalPointsBySeverity
→
getVitalPointsBySeverity
getVitalPointsByStance
→
getVitalPointsByStance
getVitalPointsForMeridian
→
getVitalPointsForMeridian
getVitalPointsInRegion
→
getVitalPointsInRegion
getVitalPointsStats
→
getVitalPointsStats
getZoneByPosition
→
getZoneByPosition
GON_TECHNIQUE_COUNT
→
GON_TECHNIQUE_COUNT
GON_TECHNIQUES
→
GON_TECHNIQUES
GrappleAttemptResult
→
GrappleAttemptResult
GrappleConfig
→
GrappleConfig
GrappleSystem
→
GrappleSystem
HALF_CANVAS_HEIGHT
→
HALF_CANVAS_HEIGHT
HALF_CANVAS_WIDTH
→
HALF_CANVAS_WIDTH
healBodyPartsProportionally
→
healBodyPartsProportionally
HIT_DETECTION
→
HIT_DETECTION
HitDetection
→
HitDetection
HitEffect
→
HitEffect
HitEffectEnum
→
HitEffectEnum
HitEffectType
→
HitEffectType
initializeBodyPartHealthForPlayer
→
initializeBodyPartHealthForPlayer
InjuryLocation
→
InjuryLocation
InjuryMovementConfig
→
InjuryMovementConfig
injuryMovementModifier
→
injuryMovementModifier
InjuryMovementModifier
→
InjuryMovementModifier
InjuryMovementResult
→
InjuryMovementResult
injuryTracker
→
injuryTracker
InjuryTracker
→
InjuryTracker
InjuryTrackerConfig
→
InjuryTrackerConfig
INPUT_CONSTANTS
→
INPUT_CONSTANTS
InputEvent
→
InputEvent
InputSystemInterface
→
InputSystemInterface
InstantMovementPenalty
→
InstantMovementPenalty
interpolateDifficultyParameters
→
interpolateDifficultyParameters
isActionProhibited
→
isActionProhibited
isBreakingStatusEffectId
→
isBreakingStatusEffectId
isHeadTraumaHit
→
isHeadTraumaHit
isInFallOrGroundState
→
isInFallOrGroundState
isPlayerIncapacitatedByBodyDamage
→
isPlayerIncapacitatedByBodyDamage
isPointInPolygon
→
isPointInPolygon
isPositionInBodyPart
→
isPositionInBodyPart
isPositionInEnhancedZone
→
isPositionInEnhancedZone
isPositionInRegion
→
isPositionInRegion
isShockPainActive
→
isShockPainActive
isValidArchetype
→
isValidArchetype
isVitalPoint
→
isVitalPoint
isVitalPointCategory
→
isVitalPointCategory
isVitalPointOnMeridian
→
isVitalPointOnMeridian
JIN_TECHNIQUES
→
JIN_TECHNIQUES
KEYBOARD_MAPPING
→
KEYBOARD_MAPPING
KiFlowFactors
→
KiFlowFactors
KOREAN_ANATOMICAL_ZONES
→
KOREAN_ANATOMICAL_ZONES
KOREAN_ANATOMICAL_ZONES_ARRAY
→
KOREAN_ANATOMICAL_ZONES_ARRAY
KOREAN_TECHNIQUE_CATEGORIES
→
KOREAN_TECHNIQUE_CATEGORIES
KOREAN_VITAL_POINTS
→
KOREAN_VITAL_POINTS
KoreanAnatomicalZone
→
KoreanAnatomicalZone
KoreanAnatomySystem
→
KoreanAnatomySystem
KoreanCulture
→
KoreanCulture
KoreanTechnique
→
KoreanTechnique
KoreanTechniquesSystem
→
KoreanTechniquesSystem
LayoutSystem
→
LayoutSystem
LegInjuryState
→
LegInjuryState
LI_TECHNIQUES
→
LI_TECHNIQUES
mapBodyRegionToBodyPart
→
mapBodyRegionToBodyPart
mapLimbToBreakingTarget
→
mapLimbToBreakingTarget
MARTIAL_ARTS_CONFIG
→
MARTIAL_ARTS_CONFIG
MatchConfig
→
MatchConfig
MatchStatistics
→
MatchStatistics
MinimalPlayerState
→
MinimalPlayerState
MOVEMENT_PENALTY_CONSTANTS
→
MOVEMENT_PENALTY_CONSTANTS
MovementPattern
→
MovementPattern
MovementPenalty
→
MovementPenalty
movementPenaltySystem
→
movementPenaltySystem
MovementPenaltySystem
→
MovementPenaltySystem
PainConsciousnessStatus
→
PainConsciousnessStatus
PainLevel
→
PainLevel
PainResponseSystem
→
PainResponseSystem
parseStanceWithSide
→
parseStanceWithSide
PartialInjuryMovementConfig
→
PartialInjuryMovementConfig
ParticleEffect
→
ParticleEffect
ParticleType
→
ParticleType
PERFORMANCE_CONFIG
→
PERFORMANCE_CONFIG
PERFORMANCE_THRESHOLDS
→
PERFORMANCE_THRESHOLDS
PhysicsEntityConfig
→
PhysicsEntityConfig
PhysicsEntityState
→
PhysicsEntityState
PhysicsSystemInterface
→
PhysicsSystemInterface
PLAYER_ARCHETYPES_DATA
→
PLAYER_ARCHETYPES_DATA
PLAYER_COLORS
→
PLAYER_COLORS
PLAYER_DISTANCE
→
PLAYER_DISTANCE
PlayerArchetypeData
→
PlayerArchetypeData
PlayerCreationData
→
PlayerCreationData
playerInjuryManager
→
playerInjuryManager
PlayerInjuryTrackingManager
→
PlayerInjuryTrackingManager
PlayerMatchStats
→
PlayerMatchStats
PlayerSkillMetrics
→
PlayerSkillMetrics
PlayerState
→
PlayerState
PlayerTrainingStats
→
PlayerTrainingStats
PlayerUpdateData
→
PlayerUpdateData
RegionData
→
RegionData
RenderableConfig
→
RenderableConfig
RenderingSystemInterface
→
RenderingSystemInterface
RESOURCE_COSTS
→
RESOURCE_COSTS
RoundResult
→
RoundResult
SAMPLE_VITAL_POINTS
→
SAMPLE_VITAL_POINTS
ShockPainEffect
→
ShockPainEffect
shouldExecuteSignatureMove
→
shouldExecuteSignatureMove
skillScoreToTier
→
skillScoreToTier
SON_TECHNIQUE_COUNT
→
SON_TECHNIQUE_COUNT
SON_TECHNIQUES
→
SON_TECHNIQUES
STANCE_COUNTERS
→
STANCE_COUNTERS
STANCE_EFFECTIVENESS_MATRIX
→
STANCE_EFFECTIVENESS_MATRIX
STANCE_SPEED_MODIFIERS
→
STANCE_SPEED_MODIFIERS
StanceChangeResult
→
StanceChangeResult
StanceLaterality
→
StanceLaterality
StanceManager
→
StanceManager
StanceTransition
→
StanceTransition
StanceWithSide
→
StanceWithSide
STATUS_DURATIONS
→
STATUS_DURATIONS
StatusEffect
→
StatusEffect
SystemConfig
→
SystemConfig
SystemEvent
→
SystemEvent
SystemPerformance
→
SystemPerformance
TAE_TECHNIQUES
→
TAE_TECHNIQUES
TECHNIQUE_DIFFICULTY_LEVELS
→
TECHNIQUE_DIFFICULTY_LEVELS
TECHNIQUE_EFFECTIVENESS_MATRIX
→
TECHNIQUE_EFFECTIVENESS_MATRIX
TECHNIQUE_MODIFIERS
→
TECHNIQUE_MODIFIERS
TECHNIQUE_NAMING
→
TECHNIQUE_NAMING
TECHNIQUE_PROPERTIES
→
TECHNIQUE_PROPERTIES
TECHNIQUE_RESULTS
→
TECHNIQUE_RESULTS
TechniqueBalanceCategory
→
TechniqueBalanceCategory
TechniqueCategory
→
TechniqueCategory
TechniqueRange
→
TechniqueRange
TICK_RATE
→
TICK_RATE
Timestamp
→
Timestamp
TRAINING_COMBAT_SETTINGS
→
TRAINING_COMBAT_SETTINGS
TRAINING_CONFIG
→
TRAINING_CONFIG
TRAINING_STATE_MACHINE
→
TRAINING_STATE_MACHINE
TrainingAI
→
TrainingAI
TrainingAIState
→
TrainingAIState
TrainingCombatResult
→
TrainingCombatResult
TrainingCombatSystem
→
TrainingCombatSystem
TrainingDifficulty
→
TrainingDifficulty
TrainingMode
→
TrainingMode
TrainingProgression
→
TrainingProgression
TrainingResult
→
TrainingResult
TrainingSession
→
TrainingSession
TrainingTarget
→
TrainingTarget
TransitionCalculator
→
TransitionCalculator
TransitionMetrics
→
TransitionMetrics
TransitionPath
→
TransitionPath
TransitionState
→
TransitionState
TRIGRAM_DATA
→
TRIGRAM_DATA
TRIGRAM_STANCES_ORDER
→
TRIGRAM_STANCES_ORDER
TRIGRAM_TECHNIQUE_PROPERTIES
→
TRIGRAM_TECHNIQUE_PROPERTIES
TRIGRAM_TECHNIQUES
→
TRIGRAM_TECHNIQUES
TrigramCalculator
→
TrigramCalculator
TrigramCombatStyle
→
TrigramCombatStyle
TrigramData
→
TrigramData
TrigramEffectivenessMatrix
→
TrigramEffectivenessMatrix
TrigramPhilosophy
→
TrigramPhilosophy
TrigramPlayerContext
→
TrigramPlayerContext
TrigramStanceData
→
TrigramStanceData
TrigramStanceTechnique
→
TrigramStanceTechnique
TrigramSystem
→
TrigramSystem
TrigramSystemConfig
→
TrigramSystemConfig
TrigramSystemInterface
→
TrigramSystemInterface
TrigramTechniqueSummary
→
TrigramTechniqueSummary
TrigramTheme
→
TrigramTheme
TrigramTransition
→
TrigramTransition
TrigramTransitionCost
→
TrigramTransitionCost
TrigramTransitionRule
→
TrigramTransitionRule
UI_LAYOUT
→
UI_LAYOUT
updateBreathingDisruption
→
updateBreathingDisruption
upgradeLegacyBreathlessness
→
upgradeLegacyBreathlessness
Velocity
→
Velocity
VISUAL_EFFECTS
→
VISUAL_EFFECTS
VisualEffect
→
VisualEffect
VITAL_POINT_MERIDIAN_MAP
→
VITAL_POINT_MERIDIAN_MAP
VitalPoint
→
VitalPoint
VitalPointEffect
→
VitalPointEffect
VitalPointEffectTarget
→
VitalPointEffectTarget
VitalPointHitResult
→
VitalPointHitResult
VitalPointNames
→
VitalPointNames
VitalPointSystem
→
VitalPointSystem
VitalPointSystemConfig
→
VitalPointSystemConfig
VitalPointSystemInterface
→
VitalPointSystemInterface
VitalTargetPriority
→
VitalTargetPriority
VulnerabilityContext
→
VulnerabilityContext
Settings
Member Visibility
Protected
Private
Inherited
External
Theme
OS
Light
Dark
On This Page
References
Adaptive
Difficulty
add
Random
Offset
AI_
PERSONALITIES
AI
Action
Type
AI
Combo
System
AI
Decision
AI
Decision
Tree
AI
Personality
AI
System
Config
AI
Training
Difficulty
align
Horizontal
align
Vertical
ANATOMICAL_
REGIONS_
DATA
Anatomical
Region
ANIMATION_
TIMINGS
Animation
Config
Animation
Frame
Animation
State
Animation
System
Interface
apply
Breathing
Disruption
From
Torso
Damage
apply
Breathing
Disruption
From
Vital
Point
apply
Counter
Stance
Damage
apply
Damage
To
Body
Parts
apply
Vital
Point
Damage
To
Body
Parts
ARCHETYPE_
BEHAVIORS
ARCHETYPE_
ENFORCEMENT
ARCHETYPE_
SIGNATURE_
COMBOS
Archetype
Behavior
Archetype
Combo
Sequence
Archetype
Enforcement
Rules
Archetype
Trigram
Affinity
AUDIO_
DEFAULTS
Balance
Level
Balance
Player
State
Balance
System
BASE_
PLAYER_
STATS
BODY_
PART_
EFFECT_
CONSTANTS
Body
Part
Body
Part
Damage
Distribution
Body
Part
Damage
Target
Body
Part
Effects
Body
Part
Health
Body
Part
Health
Config
body
Part
Health
System
Body
Part
Health
System
Body
Part
Max
Health
Body
Part
Status
Body
Region
Data
BREAKING_
STATUS_
EFFECT_
IDS
Breaking
Status
Effect
Id
BREATHING_
AUDIO_
EFFECTS
BREATHING_
INDICATOR_
CONFIGS
BREATHING_
POSTURE_
STATES
Breathing
Audio
Effect
Breathing
Disruption
Effect
Breathing
Disruption
Level
Breathing
Disruption
System
Breathing
Indicator
Config
Breathing
Posture
State
calculate
Anatomical
Vulnerability
calculate
Breaking
Result
calculate
Counter
Opportunity
calculate
Damage
Effectiveness
calculate
Enhanced
Vulnerability
calculate
Grid
Position
calculate
Injury
Multiplier
calculate
Leg
Injury
Factor
calculate
Meridian
Flow
calculate
Movement
Speed
calculate
Vulnerability
Multiplier
can
Execute
Counter
CANVAS_
ASPECT_
RATIO
causes
Breathing
Disruption
CENTER_
POSITION_
X
center
Element
CHARACTER_
DIMENSIONS
check
For
Fall
Collision
Data
COMBAT_
AUDIO_
MAP
COMBAT_
CONFIG
COMBAT_
CONSTANTS
COMBAT_
CONTROLS
COMBAT_
PHASES
COMBAT_
RANGES
COMBAT_
STATE_
MACHINE
COMBAT_
TIMING
Combat
Context
Combat
Controls
Config
Combat
Damage
Event
Combat
Event
Data
Combat
Injury
Config
Combat
Injury
Integration
Combat
Input
Combat
Readiness
State
Combat
Result
Combat
State
System
Combat
Stats
Combat
System
Combat
System
Config
Combat
System
Interface
combine
Stance
With
Side
Combo
Sequence
Consciousness
Level
Consciousness
System
convert
Injuries
For
Visualization
convert
Injury
For
Visualization
COUNTER_
STANCE_
DAMAGE_
MULTIPLIER
create
Breathing
Indicator
create
Combat
Result
create
Vital
Point
Effect
DAMAGE_
CONSTANTS
DAMAGE_
TYPE_
EFFECTIVENESS
DAMAGE_
TYPES
Damage
Calculator
Damage
Result
DARK_
OPS_
ARCHETYPE_
BONUSES
DARK_
OPS_
NIGHT_
BONUS
DARK_
OPS_
SPECIAL_
EFFECTS
DARK_
OPS_
TECHNIQUE_
COUNT
DARK_
OPS_
TECHNIQUES
DARK_
OPS_
UNITS
DEFAULT_
BODY_
PART_
CONFIG
DEFAULT_
COMBAT_
INJURY_
CONFIG
DEFAULT_
GAME_
SPEED
DEFAULT_
GRAPPLE_
CONFIG
DEFAULT_
INJURY_
MOVEMENT_
CONFIG
DEFAULT_
INJURY_
TRACKER_
CONFIG
DEFAULT_
ROW_
HEIGHT
default
Layout
System
determine
Exposed
Limb
DIFFICULTY_
PARAMETERS
DIFFICULTY_
SETTINGS
Difficulty
Parameters
Difficulty
Tier
Display
Hit
Effect
Effect
Intensity
EFFECTIVENESS_
MODIFIERS
Effect
System
Effect
Type
ELEMENTAL_
RELATIONS
Elemental
Relations
ENERGY_
MERIDIANS
ENERGY_
MERIDIANS_
ARRAY
Energy
Meridian
enforce
Archetype
Behavior
ENHANCED_
ANATOMICAL_
ZONES
ENHANCED_
DAMAGE_
CONSTANTS
Enhanced
Anatomical
Zone
Entity
Id
Environmental
Effect
Environmental
Effect
Type
Escape
Attempt
Result
Event
Bus
Interface
extract
Vital
Point
Category
Fall
Check
Result
find
Optimal
Vital
Points
follows
Honor
Code
format
Pain
Consciousness
Display
FRAME_
TIME
GAM_
TECHNIQUE_
COUNT
GAM_
TECHNIQUES
GAME_
CONFIG
GAME_
METADATA
GAME_
MODE_
CONFIG
GAME_
PHASES
GAME_
STATES
Game
Config
Game
Event
Game
Event
Type
Gamepad
State
Game
Save
Data
Game
Session
Game
State
Game
System
Manager
Game
System
State
GAN_
TECHNIQUE_
COUNT
GAN_
TECHNIQUES
generate
Limb
Exposure
Window
generate
Meridian
Effects
generate
Vulnerability
Heat
Map
GEON_
TECHNIQUES
Gesture
get
Action
Frequency
get
All
Breaking
Status
Effect
Ids
get
All
Personalities
get
All
Techniques
get
Anatomical
Zones
get
Archetype
Behavior
get
Body
Part
Combat
Effects
get
Body
Part
Position
get
Body
Region
From
Vital
Point
get
Body
Region
Position
get
Breathing
Audio
get
Breathing
Disruption
Level
get
Breathing
Posture
get
Dark
Ops
Archetype
Bonus
get
Dark
Ops
Technique
By
Id
get
Dark
Ops
Techniques
By
Unit
get
Enhanced
Zones
By
Position
get
Fall
Type
Name
get
Gam
Technique
By
Id
get
Gam
Techniques
By
Type
get
Gan
Technique
By
Id
get
Gan
Techniques
By
Type
get
Gon
Technique
By
Id
get
Gon
Techniques
By
Type
get
Injury
Position
With
Offset
get
Meridian
get
Meridian
Mapping
Statistics
get
Meridians
By
Element
get
Meridians
For
Vital
Point
get
Next
Combo
Technique
get
Optimal
Range
get
Pain
Consciousness
Status
get
Personality
By
Archetype
get
Personality
By
Name
get
Random
Personality
get
Recommended
Recovery
Time
get
Region
Boundaries
get
Region
For
Position
get
Shock
Pain
Remaining
Duration
get
Signature
Move
get
Son
Technique
By
Id
get
Son
Techniques
By
Type
get
Stance
From
Key
get
Technique
By
Id
get
Technique
Count
By
Stance
get
Techniques
By
Stance
get
Total
Technique
Count
get
Trigram
Key
get
Trigram
Properties
get
Vital
Point
By
Id
get
Vital
Points
By
Category
get
Vital
Points
By
Difficulty
get
Vital
Points
By
Region
get
Vital
Points
By
Severity
get
Vital
Points
By
Stance
get
Vital
Points
For
Meridian
get
Vital
Points
In
Region
get
Vital
Points
Stats
get
Zone
By
Position
GON_
TECHNIQUE_
COUNT
GON_
TECHNIQUES
Grapple
Attempt
Result
Grapple
Config
Grapple
System
HALF_
CANVAS_
HEIGHT
HALF_
CANVAS_
WIDTH
heal
Body
Parts
Proportionally
HIT_
DETECTION
Hit
Detection
Hit
Effect
Hit
Effect
Enum
Hit
Effect
Type
initialize
Body
Part
Health
For
Player
Injury
Location
Injury
Movement
Config
injury
Movement
Modifier
Injury
Movement
Modifier
Injury
Movement
Result
injury
Tracker
Injury
Tracker
Injury
Tracker
Config
INPUT_
CONSTANTS
Input
Event
Input
System
Interface
Instant
Movement
Penalty
interpolate
Difficulty
Parameters
is
Action
Prohibited
is
Breaking
Status
Effect
Id
is
Head
Trauma
Hit
is
In
Fall
Or
Ground
State
is
Player
Incapacitated
By
Body
Damage
is
Point
In
Polygon
is
Position
In
Body
Part
is
Position
In
Enhanced
Zone
is
Position
In
Region
is
Shock
Pain
Active
is
Valid
Archetype
is
Vital
Point
is
Vital
Point
Category
is
Vital
Point
On
Meridian
JIN_
TECHNIQUES
KEYBOARD_
MAPPING
Ki
Flow
Factors
KOREAN_
ANATOMICAL_
ZONES
KOREAN_
ANATOMICAL_
ZONES_
ARRAY
KOREAN_
TECHNIQUE_
CATEGORIES
KOREAN_
VITAL_
POINTS
Korean
Anatomical
Zone
Korean
Anatomy
System
Korean
Culture
Korean
Technique
Korean
Techniques
System
Layout
System
Leg
Injury
State
LI_
TECHNIQUES
map
Body
Region
To
Body
Part
map
Limb
To
Breaking
Target
MARTIAL_
ARTS_
CONFIG
Match
Config
Match
Statistics
Minimal
Player
State
MOVEMENT_
PENALTY_
CONSTANTS
Movement
Pattern
Movement
Penalty
movement
Penalty
System
Movement
Penalty
System
Pain
Consciousness
Status
Pain
Level
Pain
Response
System
parse
Stance
With
Side
Partial
Injury
Movement
Config
Particle
Effect
Particle
Type
PERFORMANCE_
CONFIG
PERFORMANCE_
THRESHOLDS
Physics
Entity
Config
Physics
Entity
State
Physics
System
Interface
PLAYER_
ARCHETYPES_
DATA
PLAYER_
COLORS
PLAYER_
DISTANCE
Player
Archetype
Data
Player
Creation
Data
player
Injury
Manager
Player
Injury
Tracking
Manager
Player
Match
Stats
Player
Skill
Metrics
Player
State
Player
Training
Stats
Player
Update
Data
Region
Data
Renderable
Config
Rendering
System
Interface
RESOURCE_
COSTS
Round
Result
SAMPLE_
VITAL_
POINTS
Shock
Pain
Effect
should
Execute
Signature
Move
skill
Score
To
Tier
SON_
TECHNIQUE_
COUNT
SON_
TECHNIQUES
STANCE_
COUNTERS
STANCE_
EFFECTIVENESS_
MATRIX
STANCE_
SPEED_
MODIFIERS
Stance
Change
Result
Stance
Laterality
Stance
Manager
Stance
Transition
Stance
With
Side
STATUS_
DURATIONS
Status
Effect
System
Config
System
Event
System
Performance
TAE_
TECHNIQUES
TECHNIQUE_
DIFFICULTY_
LEVELS
TECHNIQUE_
EFFECTIVENESS_
MATRIX
TECHNIQUE_
MODIFIERS
TECHNIQUE_
NAMING
TECHNIQUE_
PROPERTIES
TECHNIQUE_
RESULTS
Technique
Balance
Category
Technique
Category
Technique
Range
TICK_
RATE
Timestamp
TRAINING_
COMBAT_
SETTINGS
TRAINING_
CONFIG
TRAINING_
STATE_
MACHINE
Training
AI
Training
AI
State
Training
Combat
Result
Training
Combat
System
Training
Difficulty
Training
Mode
Training
Progression
Training
Result
Training
Session
Training
Target
Transition
Calculator
Transition
Metrics
Transition
Path
Transition
State
TRIGRAM_
DATA
TRIGRAM_
STANCES_
ORDER
TRIGRAM_
TECHNIQUE_
PROPERTIES
TRIGRAM_
TECHNIQUES
Trigram
Calculator
Trigram
Combat
Style
Trigram
Data
Trigram
Effectiveness
Matrix
Trigram
Philosophy
Trigram
Player
Context
Trigram
Stance
Data
Trigram
Stance
Technique
Trigram
System
Trigram
System
Config
Trigram
System
Interface
Trigram
Technique
Summary
Trigram
Theme
Trigram
Transition
Trigram
Transition
Cost
Trigram
Transition
Rule
UI_
LAYOUT
update
Breathing
Disruption
upgrade
Legacy
Breathlessness
Velocity
VISUAL_
EFFECTS
Visual
Effect
VITAL_
POINT_
MERIDIAN_
MAP
Vital
Point
Vital
Point
Effect
Vital
Point
Effect
Target
Vital
Point
Hit
Result
Vital
Point
Names
Vital
Point
System
Vital
Point
System
Config
Vital
Point
System
Interface
Vital
Target
Priority
Vulnerability
Context
🏛️ Architecture
🔒 Security Architecture
🛡️ Threat Model
📊 Data Model
🎮 Combat Architecture
🔄 Flowchart
📈 State Diagram
🧠 Mindmap
💼 SWOT Analysis
🚀 Future Architecture
🔮 Future Security
🔮 Future Threat Model
🔮 Future Data Model
🔮 Future Workflows
📋 CRA Assessment
📚 ISMS Mapping
🔐 Controls
💰 Financial Security
📋 BCP Plan
🏁 End-of-Life Strategy
📗 Workflows
🗺️ Roadmap
📋 Secure Dev Policy
📖 Open Source Policy
🏠 Live Game
📦 npm Package
📦 GitHub
🛡️ ISMS
Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.7.20
Loading...
Barrel exports for systems types