I Want To Heal 2 web/server v1.0.0
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# Action Mode Documents
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This folder tracks the Action Mode design and implementation decisions.
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## Documents
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- `progression.md`: Action Mode character, dungeon tiers, coins, loot, and gear upgrade rules.
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- `combat-mechanics.md`: Current boss and mob mechanics, how reusable attack modules work, and admin tuning notes.
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- `implementation-notes.md`: Code ownership, main files, and next-step guidelines.
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# Action Mode Combat Mechanics
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## Current Dungeons
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### Bulldrome Hunting Grounds
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- iLvl 1 starts with one Bullfango pack, then Bulldrome.
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- Higher tiers start with Bulldrome plus two Bullfangos.
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- Bulldrome can charge, attack the tank, and ground slam after configured charge counts.
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- Bullfangos can charge and attack the tank.
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### Yian Kut-Ku Roost
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- Trash fight: three Birds.
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- Boss fight: Yian Kut-Ku plus two Birds.
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- Yian Kut-Ku fires three bouncing fireballs: northeast, northwest, and south.
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- Fireballs bounce off walls and players.
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- Fireballs leave fire on wall/player impact.
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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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## Reusable Attack Modules
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Action Mode mobs and bosses use configurable attack modules:
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- `tankMelee`
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- `charge`
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- `groundSlam`
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- `fireballVolley`
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- `birdDive`
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- `bodyContact`
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Each module can define:
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- enabled/disabled state
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- frequency
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- damage
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- windup
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- recovery
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- speed
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- radius
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- special counters such as every N charges
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The simulation reads from the mechanic registry at run start and during combat. Disabling an attack removes that behavior from new runs.
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## Admin Tuning
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The Action Mode Settings screen includes a mechanic admin panel. It can:
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- show each mob and boss
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- edit attack frequency and damage
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- edit attack timing values
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- remove attacks
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- add removed attacks back
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- reset defaults
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Changes persist in local storage and apply to new Action Mode runs.
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# Action Mode Implementation Notes
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## Main Files
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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/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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- `src/App.css`: Action Mode layout and visual styling.
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## Architecture Rules
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- Keep combat rules in simulation files, not Phaser scene rendering code.
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- Keep text-heavy UI in React/DOM.
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- Add new boss mechanics as reusable attack modules before wiring them to a specific boss.
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- New dungeon tiers should be added to `ACTION_DIFFICULTY_TIERS`.
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- New boss coin families should extend the Action Mode coin wallet instead of reusing Normal Mode currencies.
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## Current Follow-Ups
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- Add Rathian dungeon mechanics.
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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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# Action Mode Progression
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## Mode Separation
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Action Mode has its own character, inventory, coins, experience, and dungeon progress. Normal Mode data remains separate.
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## Dungeon Item-Level Tiers
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Action Mode dungeons use four item-level tiers:
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| Tier | Coin Color | Boss Health | Boss Damage | Loot Multiplier |
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| --- | --- | ---: | ---: | ---: |
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| iLvl 1 | White | 1.00x | 1.00x | 1x |
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| iLvl 10 | Green | 1.55x | 1.28x | 2x |
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| iLvl 20 | Blue | 2.25x | 1.62x | 3x |
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| iLvl 30 | Purple | 3.10x | 2.05x | 4x |
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The selected tier controls:
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- enemy health scaling
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- enemy attack damage scaling
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- coin color dropped
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- item level of dropped gear
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- XP reward
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## Coins
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Coins are tracked per boss family and per tier color.
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- Bulldrome: White/Green/Blue/Purple Bulldrome Coins
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- Yian Kut-Ku: White/Green/Blue/Purple Yian Kut-Ku Coins
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Legacy white coin totals are migrated into the new wallet.
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## Gear
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Boss gear drops at the selected dungeon tier:
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- iLvl 1 tier drops iLvl 1 gear
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- iLvl 10 tier drops iLvl 10 gear
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- iLvl 20 tier drops iLvl 20 gear
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- iLvl 30 tier drops iLvl 30 gear
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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.
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