Package-level declarations
Types
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Transactional post-spend effects committed only after the engine accepts an activation.
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Actual immediate value produced by an ability execution.
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Execution metadata for mechanics that do not belong in the generic effect set.
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Distinguishes immediate rescue healing from sustained class healing.
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Shared level curve for class-ability effects and their balance analytics.
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Reusable stateful mechanics layered on top of an ability's target, family and immediate effects.
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Ability-facing typed modifiers.
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Typed result used by the caller to decide whether the resource spend should be committed.
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Bounded in-memory evidence for deterministic behavior probes; never persistence.
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Stable, data-only evidence emitted at authoritative gameplay boundaries.
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Bounded active-state transitions that other [Alpha] Advanced Combat System modules may observe.
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Semantic integration points that cannot be inferred safely from raw Bukkit entities.
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Fixed internal tuning.
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Level scaling for non-damage active-ability levers.
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Pure ownership policy for the one-tick Blink potion flourish.
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Bukkit execution adapter for the fixed catalog.
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Cancellable authorization point fired immediately before one hostile class effect is applied.
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Class damage attribution and actual health loss around the native delivery seam.
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Executes fixed class mechanics.
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Owns the invisible arrows used as physical collision carriers for class abilities.
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Read-only bridge from passive evaluation to the authoritative active-control runtimes.
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Final potion and movement values delivered by a slowing class ability.
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Canonical EliteMobs enemy/party adapter.
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Divides one expanding area effect into disjoint rings.
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Fixed executable data for every catalog ability.
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Active abilities have no cooldowns: pacing comes entirely from the resource cost.
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Continuous missing-health curve shared by Frenzy's damage and movement bonuses.
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Plans visible projectile deliveries across a circular bombardment area.