Creates a new InjuryMovementModifier with optional configuration.
Optionalconfig: PartialInjuryMovementConfigOptional configuration overrides (supports partial threshold overrides)
PrivatearePrivateChecks if both legs are significantly injured (>30% penalty each). Uses epsilon-based comparison for floating-point robustness.
Penalty for left leg (0-1)
Penalty for right leg (0-1)
True if both legs are significantly injured
PrivatecalculatePrivateCalculate movement penalty from leg injury severity.
Korean: 다리 부상 페널티 계산
Progressive penalty scaling:
Leg health (0-100)
Penalty factor (0.0-1.0), clamped to valid range
Calculate modified movement speed based on all injury factors.
Korean: 이동 속도 계산
Applies penalties from:
Base movement speed (m/s)
Current body part health values
Current trigram stance
Current pain level (0-100)
Complete movement calculation result
PrivategeneratePrivateGenerate bilingual status text based on injury state.
Korean: 상태 텍스트 생성
Leg health percentage used for status determination (typically worst leg)
Whether both legs are significantly injured
Whether pain is over threshold
Bilingual status text
Get current injury state description.
Korean: 부상 상태 설명
Uses worst leg health to match movement penalty behavior.
Current body part health
Bilingual injury description
Get stance-based speed modifier.
Korean: 자세 속도 배수 가져오기
Current trigram stance
Speed multiplier (0.8-1.25), defaults to 1.0 for unknown stances
Check if player has severe limp.
Korean: 중증 절름거림 확인
Uses worst leg health to match movement penalty behavior.
Current body part health
True if severe limp (leg health < 30%)
Check if player should display limping animation.
Korean: 절름거림 확인
Uses worst leg health to match movement penalty behavior.
Current body part health
True if limping animation should play
Injury-Based Movement Modifier System.
Korean: 손상 기반 이동 수정자 시스템
Calculates dynamic movement speed based on injuries, stance, and pain. Integrates with MovementPhysics to apply realistic combat trauma effects.
Example
Korean
손상기반이동수정자