StaticapplyApply gradual recovery to breathing disruption effect.
Korean: 호흡곤란 점진적 회복 적용
When torso health > 50% and no new hits, breathing gradually improves. This provides tactical gameplay: fighters with damaged torsos must fight defensively.
Current breathing disruption effect
Time since last update (milliseconds)
Current game time
Updated effect with recovery applied, or undefined if fully recovered
StaticcalculateCalculate breathing disruption level from damage amount.
Korean: 피해량으로 호흡곤란 수준 계산
Determines appropriate disruption severity based on torso strike damage. Used when vital point ID is not specified but torso region was hit.
Base damage of the torso strike
Whether strike hit solar plexus vital point
Appropriate breathing disruption level
// Moderate torso strike (15 damage) causes winded effect
const level = BreathingDisruptionSystem.calculateLevelFromDamage(15, false);
// level === BreathingDisruptionLevel.WINDED
// Solar plexus vital strike (20+ damage) causes severe effect
const severeLevel = BreathingDisruptionSystem.calculateLevelFromDamage(25, true);
// severeLevel === BreathingDisruptionLevel.SEVERELY_WINDED
StaticcalculateCalculate stamina regeneration multiplier with breathing disruption.
Korean: 호흡곤란 포함 스태미나 재생 계산
Applies breathing disruption penalty to base stamina regeneration rate. Used by stamina regeneration system each frame.
Current player state
Base stamina regeneration per second
Modified regeneration rate with breathing penalty applied
StaticcanCheck if player can recover from breathing disruption.
Korean: 호흡곤란 회복 가능 여부 확인
Recovery is possible when torso health > 50%. Player must avoid additional torso damage to allow breathing to normalize.
Current player state
True if torso health supports recovery
StaticcreateCreate a breathing disruption effect at specified severity level.
Korean: 호흡곤란 효과 생성
Severity level of breathing disruption
Source of the disruption (technique name, vital point, etc.)
When the effect was applied (game time)
BreathingDisruptionEffect ready to apply to PlayerState
StaticgetGet active breathing disruption effect from player state.
Korean: 활성 호흡곤란 효과 가져오기
Searches player's active status effects for breathing disruption.
Current player state
Active BreathingDisruptionEffect or undefined
StaticgetGet breathing disruption level from player state.
Korean: 플레이어 호흡곤란 수준 가져오기
Convenience method to get current disruption level.
Current player state
Current breathing disruption level (NONE if no active effect)
Private StaticgetCompare two disruption levels and return the more severe.
First disruption level
Second disruption level
The more severe of the two levels
StaticisCheck if breathing disruption is active.
Current player state
True if player has active breathing disruption
Private StaticlevelConvert breathing disruption level to effect intensity.
Maps severity levels to standardized EffectIntensity enum.
Breathing disruption severity
Corresponding EffectIntensity value
StaticstackStack multiple breathing disruption effects.
Korean: 호흡곤란 효과 누적
Cumulative torso hits increase disruption duration and potentially severity. Multiple hits stack duration, and severe hits can escalate the level.
Current active breathing disruption effect
Severity of new torso strike
Source of the new disruption
Current game time
Updated BreathingDisruptionEffect with stacked duration/severity
// First hit: Winded for 5 seconds
let effect = BreathingDisruptionSystem.createEffect(
BreathingDisruptionLevel.WINDED, "Rib Strike", 1000
);
// Second hit: Stacks to Gasping with extended duration
effect = BreathingDisruptionSystem.stackEffect(
effect, BreathingDisruptionLevel.WINDED, "Rib Strike", 3000
);
// Now Gasping level with 10+ seconds remaining
Breathing Disruption System implementation.
Korean: 호흡곤란 시스템
Manages breathing disruption effects from torso targeting. Integrates with vital point system and stamina regeneration.