Applies consciousness damage from combat.
Calculates consciousness reduction based on damage amount and vital point category. Neurological and vascular damage have the highest impact on consciousness.
Current player state
Base damage amount
Optionalcategory: VitalPointCategoryVital point category hit
Updated player state with reduced consciousness
Applies consciousness effects to player state.
Modifies player stats based on current consciousness level.
Current player state
Modified player state with consciousness effects
Applies consciousness recovery over time.
Consciousness naturally recovers when not taking damage. Recovery rate depends on current level - severely stunned players recover more slowly.
Note: Full recovery only occurs after 5 seconds without head trauma.
Current player state
Time elapsed in milliseconds
OptionallastHeadTraumaTime: numberTimestamp of last head trauma (optional)
Updated player state with recovered consciousness
Determines fall direction based on last impact and stance.
When consciousness is lost, fall direction is determined by:
Korean falling from consciousness loss:
OptionallastImpactAngle: numberAngle of last hit (optional)
Fall type to use for animation
// Player loses consciousness from frontal head strike
const fallType = consciousnessSystem.determineFallType(
player,
0 // Front angle
);
// Returns: 'backward' (knocked back by frontal strike)
// Player loses consciousness without specific impact
const fallType = consciousnessSystem.determineFallType(player);
// Returns: Stance-based fall or 'backward' default
Determines fall type based on stance when consciousness is lost.
Uses stance bias to determine fall direction when consciousness is lost without specific impact data.
Korean terminology:
Current trigram stance
Fall type based on stance characteristics
Gets effects for a specific consciousness level.
Consciousness level
Effects applied at that level
Determines consciousness level from consciousness value.
Updated thresholds:
Consciousness value (0-100)
Current consciousness level
Gets color indicator for consciousness level (for UI).
Consciousness level
Hex color code
Gets description of consciousness level effects.
Consciousness level
Bilingual description
Gets bilingual name for consciousness level.
Consciousness level
Korean and English level names
Checks if player is at incapacitation threshold.
Korean: 무력화한계 (Incapacitation Threshold)
When consciousness drops below 20%, player becomes helpless for 3-5 seconds.
Current player state
True if consciousness is below incapacitation threshold (<20%)
Checks if player is incapacitated due to consciousness.
Current player state
True if player is unconscious
Checks if consciousness is low enough to trigger fall animation.
Falls occur when consciousness drops below 10% (UNCONSCIOUS threshold). This represents complete loss of ability to maintain standing position.
Korean terminology:
Current player state
True if fall animation should trigger
Private ReadonlybaseBase recovery rate per second.
Private ReadonlycategoryDamage multipliers by vital point category affecting consciousness.
Private ReadonlyhelplessDuration of helplessness when consciousness drops below threshold (3-5 seconds).
Private ReadonlyincapacitationIncapacitation threshold - consciousness <20% renders player helpless.
Korean: 무력화한계 (Incapacitation Threshold)
Private ReadonlylevelConsciousness level effects and thresholds.
Private ReadonlynoTime without head trauma required for consciousness recovery (5 seconds).
Consciousness System managing awareness and cognitive function.
Tracks consciousness damage from:
Consciousness naturally recovers over time when not taking damage.
Example
Korean
의식시스템