I Want To Heal 2 build v1.0.5 code
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@@ -19,6 +19,14 @@
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- Fireballs persist until roughly one second before the next volley.
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- Birds fly to the left side, dive across the arena, then return to the tank.
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### Cyber Dragon Core
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- Boss fight starts directly against Cyber Dragon.
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- Cyber Dragon spawns one slow spinning blade every 10 seconds.
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- Each blade follows a random living party member or player, lasts 15 seconds, deals contact damage while overlapping, and applies non-dispellable Bleed.
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- Cyber Dragon circles the room, then charges the nearest living party member or player.
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- Targets hit by the circular charge are stunned for 1 second.
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## Reusable Attack Modules
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Action Mode mobs and bosses use configurable attack modules:
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@@ -28,6 +36,8 @@ Action Mode mobs and bosses use configurable attack modules:
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- `groundSlam`
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- `fireballVolley`
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- `birdDive`
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- `spinningBlade`
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- `circularCharge`
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- `bodyContact`
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Each module can define:
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@@ -4,7 +4,7 @@
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- `src/actionMode.ts`: Action Mode character save, tier data, coins, rewards, gear stats, and upgrade rules.
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- `src/actionBoss/actionEncounterConfig.ts`: reusable mob/boss attack module defaults and local admin persistence.
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- `src/actionBoss/bulldromeSimulation.ts`: Action Mode combat simulation and enemy state machines.
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- `src/actionBoss/actionCombatSimulation.ts`: Action Mode combat simulation and enemy state machines.
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- `src/actionBoss/BulldromeScene.ts`: Phaser rendering/input adapter.
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- `src/components/BulldromeBossSlice.tsx`: browser fight shell, party frames, boss bar, spell bar, and result handling.
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- `src/components/ActionModeScreen.tsx`: Action Mode menus, dungeons, customization, and mechanics admin UI.
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@@ -20,6 +20,6 @@
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## Current Follow-Ups
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- Add Rathian dungeon mechanics.
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- Add Cyber Dragon coin and gear family.
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- Move Action Mode mechanic config from local storage into SQL tables when the backend persistence pass starts.
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- Add admin CRUD for new attacks, not just enable/disable existing modules.
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