I Want To Heal 2 web/server v1.0.0

This commit is contained in:
Warren H
2026-06-23 21:11:43 -04:00
commit 58e131d0b2
28 changed files with 9840 additions and 0 deletions
+9
View File
@@ -0,0 +1,9 @@
# Action Mode Documents
This folder tracks the Action Mode design and implementation decisions.
## Documents
- `progression.md`: Action Mode character, dungeon tiers, coins, loot, and gear upgrade rules.
- `combat-mechanics.md`: Current boss and mob mechanics, how reusable attack modules work, and admin tuning notes.
- `implementation-notes.md`: Code ownership, main files, and next-step guidelines.
+57
View File
@@ -0,0 +1,57 @@
# Action Mode Combat Mechanics
## Current Dungeons
### Bulldrome Hunting Grounds
- iLvl 1 starts with one Bullfango pack, then Bulldrome.
- Higher tiers start with Bulldrome plus two Bullfangos.
- Bulldrome can charge, attack the tank, and ground slam after configured charge counts.
- Bullfangos can charge and attack the tank.
### Yian Kut-Ku Roost
- Trash fight: three Birds.
- Boss fight: Yian Kut-Ku plus two Birds.
- Yian Kut-Ku fires three bouncing fireballs: northeast, northwest, and south.
- Fireballs bounce off walls and players.
- Fireballs leave fire on wall/player impact.
- Fireballs persist until roughly one second before the next volley.
- Birds fly to the left side, dive across the arena, then return to the tank.
## Reusable Attack Modules
Action Mode mobs and bosses use configurable attack modules:
- `tankMelee`
- `charge`
- `groundSlam`
- `fireballVolley`
- `birdDive`
- `bodyContact`
Each module can define:
- enabled/disabled state
- frequency
- damage
- windup
- recovery
- speed
- radius
- special counters such as every N charges
The simulation reads from the mechanic registry at run start and during combat. Disabling an attack removes that behavior from new runs.
## Admin Tuning
The Action Mode Settings screen includes a mechanic admin panel. It can:
- show each mob and boss
- edit attack frequency and damage
- edit attack timing values
- remove attacks
- add removed attacks back
- reset defaults
Changes persist in local storage and apply to new Action Mode runs.
@@ -0,0 +1,25 @@
# Action Mode Implementation Notes
## Main Files
- `src/actionMode.ts`: Action Mode character save, tier data, coins, rewards, gear stats, and upgrade rules.
- `src/actionBoss/actionEncounterConfig.ts`: reusable mob/boss attack module defaults and local admin persistence.
- `src/actionBoss/bulldromeSimulation.ts`: Action Mode combat simulation and enemy state machines.
- `src/actionBoss/BulldromeScene.ts`: Phaser rendering/input adapter.
- `src/components/BulldromeBossSlice.tsx`: browser fight shell, party frames, boss bar, spell bar, and result handling.
- `src/components/ActionModeScreen.tsx`: Action Mode menus, dungeons, customization, and mechanics admin UI.
- `src/App.css`: Action Mode layout and visual styling.
## Architecture Rules
- Keep combat rules in simulation files, not Phaser scene rendering code.
- Keep text-heavy UI in React/DOM.
- Add new boss mechanics as reusable attack modules before wiring them to a specific boss.
- New dungeon tiers should be added to `ACTION_DIFFICULTY_TIERS`.
- New boss coin families should extend the Action Mode coin wallet instead of reusing Normal Mode currencies.
## Current Follow-Ups
- Add Rathian dungeon mechanics.
- Move Action Mode mechanic config from local storage into SQL tables when the backend persistence pass starts.
- Add admin CRUD for new attacks, not just enable/disable existing modules.
+44
View File
@@ -0,0 +1,44 @@
# Action Mode Progression
## Mode Separation
Action Mode has its own character, inventory, coins, experience, and dungeon progress. Normal Mode data remains separate.
## Dungeon Item-Level Tiers
Action Mode dungeons use four item-level tiers:
| Tier | Coin Color | Boss Health | Boss Damage | Loot Multiplier |
| --- | --- | ---: | ---: | ---: |
| iLvl 1 | White | 1.00x | 1.00x | 1x |
| iLvl 10 | Green | 1.55x | 1.28x | 2x |
| iLvl 20 | Blue | 2.25x | 1.62x | 3x |
| iLvl 30 | Purple | 3.10x | 2.05x | 4x |
The selected tier controls:
- enemy health scaling
- enemy attack damage scaling
- coin color dropped
- item level of dropped gear
- XP reward
## Coins
Coins are tracked per boss family and per tier color.
- Bulldrome: White/Green/Blue/Purple Bulldrome Coins
- Yian Kut-Ku: White/Green/Blue/Purple Yian Kut-Ku Coins
Legacy white coin totals are migrated into the new wallet.
## Gear
Boss gear drops at the selected dungeon tier:
- iLvl 1 tier drops iLvl 1 gear
- iLvl 10 tier drops iLvl 10 gear
- iLvl 20 tier drops iLvl 20 gear
- iLvl 30 tier drops iLvl 30 gear
Gear can upgrade within its tier band. Current rule: a piece can upgrade up to four item levels above its base tier using coins from that tier color.