Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 | 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x 40x | // Import enums from enums.ts
// Combat effects and status system for Korean martial arts
// Hit effect for visual feedback
// Hit effect types
export enum HitEffectType {
GENERAL_DAMAGE = "general_damage",
CRITICAL_HIT = "critical_hit",
VITAL_POINT_STRIKE = "vital_point_strike",
STATUS_EFFECT = "status_effect",
MISS = "miss",
BLOCK = "block",
PARRY = "parry",
COUNTER = "counter",
HIT = "hit",
}
// Effect types for status effects
export enum HitEffectEnum {
STUN = "stun",
WEAKNESS = "weakness",
STAMINA_DRAIN = "stamina_drain",
VULNERABILITY = "vulnerability",
BLEEDING = "bleeding",
BUFF = "buff",
DEBUFF = "debuff",
PARALYSIS = "paralysis",
POISON = "poison",
BURN = "burn",
FREEZE = "freeze",
CONFUSION = "confusion",
}
// Effect intensity levels
export enum EffectIntensity {
WEAK = "weak",
MINOR = "minor",
LOW = "low",
MEDIUM = "medium",
MODERATE = "moderate",
HIGH = "high",
SEVERE = "severe",
CRITICAL = "critical",
EXTREME = "extreme",
}
// Status effects that can be applied to players
// Effect types
export type EffectType =
| "stun"
| "poison"
| "burn"
| "bleed"
| "exhausted"
| "focused"
| "rage"
| "defensive"
| "weakened"
| "strengthened"
| "paralysis" // Add missing paralysis
| "confusion" // Add missing confusion
| "vulnerability" // Add missing vulnerability
| "stamina_drain"; // Add missing stamina_drain
// Particle effect for visual feedback
// Particle effect types
export type ParticleType =
| "spark"
| "blood"
| "energy"
| "dust"
| "flash"
| "smoke"
| "lightning"
| "wind";
// Environmental effect
// Environmental effect types
export type EnvironmentalEffectType =
| "smoke"
| "fire"
| "ice"
| "wind"
| "lightning"
| "darkness"
| "light"
| "pressure";
|