Applies balance effects to player state.
Modifies player stats based on current balance level.
Current player state
Modified player state with balance effects
Applies balance recovery over time.
Balance recovers quickly when not being disrupted, allowing fighters to regain stable footing between exchanges.
Current player state
Time elapsed in milliseconds
Updated player state with recovered balance
Disrupts balance from combat impact.
Calculates balance loss based on damage amount and body region hit. Leg strikes cause maximum balance disruption.
Current player state
Impact force amount
Optionalregion: BodyRegionBody region affected
Updated player state with reduced balance
Determines balance level from balance value.
Balance value (0-100)
Current balance level
Gets effects for a specific balance level.
Balance level
Effects applied at that level
Gets color indicator for balance level (for UI).
Balance level
Hex color code
Gets bilingual name for balance level.
Balance level
Korean and English level names
Calculates damage multiplier for vulnerable balance state.
Current player state
Damage multiplier (1.0 = normal, >1.0 = increased damage)
Checks if player is vulnerable due to balance.
Current player state
True if off-balance or falling
Checks if knockdown should occur, using a provided random function for determinism.
Current player state
Optional random number generator (returns number in [0,1)), defaults to Math.random
True if knockdown should occur
Private ReadonlybalanceBalance level effects and thresholds.
Private ReadonlybaseBase balance recovery rate per second.
Private ReadonlymaxMaximum balance value.
Private ReadonlyregionBalance disruption multipliers by body region.
Balance System managing stability and vulnerability.
Balance represents physical stability and center of gravity control. Low balance creates vulnerability windows where opponents can capitalize with increased damage and reduced defensive options.
Example
Korean
균형시스템