Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.6.9
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Game Design
Architecture
Combat System
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systems
Module systems
Barrel exports for systems types
References
AdaptiveDifficulty
→
AdaptiveDifficulty
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
applyCounterStanceDamage
→
applyCounterStanceDamage
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
BalanceSystem
→
BalanceSystem
BASE_PLAYER_STATS
→
BASE_PLAYER_STATS
BodyRegionData
→
BodyRegionData
calculateAnatomicalVulnerability
→
calculateAnatomicalVulnerability
calculateDamageEffectiveness
→
calculateDamageEffectiveness
calculateEnhancedVulnerability
→
calculateEnhancedVulnerability
calculateGridPosition
→
calculateGridPosition
calculateMeridianFlow
→
calculateMeridianFlow
CANVAS_ASPECT_RATIO
→
CANVAS_ASPECT_RATIO
CENTER_POSITION_X
→
CENTER_POSITION_X
centerElement
→
centerElement
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
CombatEventData
→
CombatEventData
CombatInput
→
CombatInput
CombatReadinessState
→
CombatReadinessState
CombatResult
→
CombatResult
CombatStateSystem
→
CombatStateSystem
CombatStats
→
CombatStats
CombatSystem
→
CombatSystem
CombatSystemConfig
→
CombatSystemConfig
CombatSystemInterface
→
CombatSystemInterface
combineStanceWithSide
→
combineStanceWithSide
ComboSequence
→
ComboSequence
ConsciousnessLevel
→
ConsciousnessLevel
ConsciousnessSystem
→
ConsciousnessSystem
COUNTER_STANCE_DAMAGE_MULTIPLIER
→
COUNTER_STANCE_DAMAGE_MULTIPLIER
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_GAME_SPEED
→
DEFAULT_GAME_SPEED
DEFAULT_ROW_HEIGHT
→
DEFAULT_ROW_HEIGHT
defaultLayoutSystem
→
defaultLayoutSystem
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
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
generateMeridianEffects
→
generateMeridianEffects
generateVulnerabilityHeatMap
→
generateVulnerabilityHeatMap
GEON_TECHNIQUES
→
GEON_TECHNIQUES
Gesture
→
Gesture
getActionFrequency
→
getActionFrequency
getAllPersonalities
→
getAllPersonalities
getAllTechniques
→
getAllTechniques
getAnatomicalZones
→
getAnatomicalZones
getArchetypeBehavior
→
getArchetypeBehavior
getDarkOpsArchetypeBonus
→
getDarkOpsArchetypeBonus
getDarkOpsTechniqueById
→
getDarkOpsTechniqueById
getDarkOpsTechniquesByUnit
→
getDarkOpsTechniquesByUnit
getEnhancedZonesByPosition
→
getEnhancedZonesByPosition
getFallTypeName
→
getFallTypeName
getGamTechniqueById
→
getGamTechniqueById
getGamTechniquesByType
→
getGamTechniquesByType
getGanTechniqueById
→
getGanTechniqueById
getGanTechniquesByType
→
getGanTechniquesByType
getGonTechniqueById
→
getGonTechniqueById
getGonTechniquesByType
→
getGonTechniquesByType
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
HALF_CANVAS_HEIGHT
→
HALF_CANVAS_HEIGHT
HALF_CANVAS_WIDTH
→
HALF_CANVAS_WIDTH
HIT_DETECTION
→
HIT_DETECTION
HitDetection
→
HitDetection
HitEffect
→
HitEffect
HitEffectEnum
→
HitEffectEnum
HitEffectType
→
HitEffectType
INPUT_CONSTANTS
→
INPUT_CONSTANTS
InputEvent
→
InputEvent
InputSystemInterface
→
InputSystemInterface
interpolateDifficultyParameters
→
interpolateDifficultyParameters
isActionProhibited
→
isActionProhibited
isHeadTraumaHit
→
isHeadTraumaHit
isInFallOrGroundState
→
isInFallOrGroundState
isPointInPolygon
→
isPointInPolygon
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
LI_TECHNIQUES
→
LI_TECHNIQUES
MARTIAL_ARTS_CONFIG
→
MARTIAL_ARTS_CONFIG
MatchConfig
→
MatchConfig
MatchStatistics
→
MatchStatistics
MinimalPlayerState
→
MinimalPlayerState
MovementPattern
→
MovementPattern
PainConsciousnessStatus
→
PainConsciousnessStatus
PainLevel
→
PainLevel
PainResponseSystem
→
PainResponseSystem
parseStanceWithSide
→
parseStanceWithSide
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
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
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
TechniqueCategory
→
TechniqueCategory
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
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
TrigramSystem
→
TrigramSystem
TrigramSystemConfig
→
TrigramSystemConfig
TrigramSystemInterface
→
TrigramSystemInterface
TrigramTechniqueSummary
→
TrigramTechniqueSummary
TrigramTheme
→
TrigramTheme
TrigramTransition
→
TrigramTransition
TrigramTransitionCost
→
TrigramTransitionCost
TrigramTransitionRule
→
TrigramTransitionRule
UI_LAYOUT
→
UI_LAYOUT
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
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
Counter
Stance
Damage
ARCHETYPE_
BEHAVIORS
ARCHETYPE_
ENFORCEMENT
ARCHETYPE_
SIGNATURE_
COMBOS
Archetype
Behavior
Archetype
Combo
Sequence
Archetype
Enforcement
Rules
Archetype
Trigram
Affinity
AUDIO_
DEFAULTS
Balance
Level
Balance
System
BASE_
PLAYER_
STATS
Body
Region
Data
calculate
Anatomical
Vulnerability
calculate
Damage
Effectiveness
calculate
Enhanced
Vulnerability
calculate
Grid
Position
calculate
Meridian
Flow
CANVAS_
ASPECT_
RATIO
CENTER_
POSITION_
X
center
Element
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
Event
Data
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
COUNTER_
STANCE_
DAMAGE_
MULTIPLIER
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_
GAME_
SPEED
DEFAULT_
ROW_
HEIGHT
default
Layout
System
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
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
Meridian
Effects
generate
Vulnerability
Heat
Map
GEON_
TECHNIQUES
Gesture
get
Action
Frequency
get
All
Personalities
get
All
Techniques
get
Anatomical
Zones
get
Archetype
Behavior
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
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
HALF_
CANVAS_
HEIGHT
HALF_
CANVAS_
WIDTH
HIT_
DETECTION
Hit
Detection
Hit
Effect
Hit
Effect
Enum
Hit
Effect
Type
INPUT_
CONSTANTS
Input
Event
Input
System
Interface
interpolate
Difficulty
Parameters
is
Action
Prohibited
is
Head
Trauma
Hit
is
In
Fall
Or
Ground
State
is
Point
In
Polygon
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
LI_
TECHNIQUES
MARTIAL_
ARTS_
CONFIG
Match
Config
Match
Statistics
Minimal
Player
State
Movement
Pattern
Pain
Consciousness
Status
Pain
Level
Pain
Response
System
parse
Stance
With
Side
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
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
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
Category
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
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
System
Trigram
System
Config
Trigram
System
Interface
Trigram
Technique
Summary
Trigram
Theme
Trigram
Transition
Trigram
Transition
Cost
Trigram
Transition
Rule
UI_
LAYOUT
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
Game Documentation
Korean Martial Arts
GitHub
README
Game Design
Architecture
Combat System
Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.6.9
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Barrel exports for systems types