forked from phenom/healer-man
75 lines
2.0 KiB
TypeScript
75 lines
2.0 KiB
TypeScript
/* Generated evidence only. Review before mapping candidates to executable encounter logic. */
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export const SAND_VORTEX_MECHANICS_AUDIT = {
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"schemaVersion": 1,
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"dungeonId": "sand-vortex",
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"status": "review-required",
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"categories": {
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"summon": 0,
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"door": 0,
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"timer": 0,
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"movement": 0,
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"spell": 0,
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"death": 0,
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"phase": 0,
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"interaction": 0,
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"loot": 0
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},
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"bossRows": [
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{
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"spawnId": 41854657,
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"templateId": 100645,
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"name": "Sandlord Sesphiroth",
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"sourcePosition": [
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-178.06399536132812,
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-102.1572036743164,
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-377.6278076171875
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],
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"autoPlot": null,
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"plotClassName": null
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}
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],
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"templateCandidates": [
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{
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"templateId": 100645,
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"name": "Sandlord Sesphiroth",
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"classification": "boss",
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"spawnCount": 1,
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"autoPlots": [],
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"plotClassNames": [],
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"templateScripts": [
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{
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"event": "init",
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"script": "Lua_Ai_SandKing"
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}
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],
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"spells": [
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{
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"id": 494649,
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"level": 0
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}
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]
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},
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{
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"templateId": 115793,
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"name": "Sand Vortex Exit",
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"classification": "deferred-object",
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"spawnCount": 1,
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"autoPlots": [],
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"plotClassNames": [],
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"templateScripts": [],
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"spells": []
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}
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],
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"reviewQueue": [
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"Map authoritative spell ids/scripts to HealerMan EnemyAttackDefinition data.",
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"Implement and test doors/gates as encounter state, not static combat entities.",
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"Map summons and waves only after identifying their trigger, lifetime, and reset rules.",
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"Convert patrol/AutoPlot routes to navmesh-projected paths.",
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"Separate interactables/loot from combat population and define offline state transitions.",
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"Add encounter-specific tests and a browser playtest before marking mechanics green."
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],
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"sourceReport": "src/assets/game/dungeons/sand-vortex/mechanics-audit.json"
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} as const;
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export const SAND_VORTEX_MECHANICS_REVIEW_REQUIRED = true as const;
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