ConstReadonlyBLEEDING: "bleeding"Bleeding from severe bone breaks (severity > 0.6). Causes continuous health drain.
ReadonlyDISABLED_LIMB: "disabled_limb"Limb is completely disabled and cannot be used. Applied to broken joints/bones preventing limb function.
ReadonlyIMPAIRED_MOBILITY: "impaired_mobility"Movement speed reduction from leg/ankle breaks. Applied when ankle or knee is broken.
ReadonlyINJURED_LIMB: "injured_limb"Moderate limb injury (severity 0.5-0.8). Limb can be used but with reduced effectiveness.
ReadonlyPAIN: "pain"General pain effect applied on all successful breaks. Maps to existing VitalPointEffectType.PAIN.
ReadonlySEVERE_INJURY: "severe_injury"Severe injury from high-severity breaks (severity > 0.8). Indicates major trauma requiring immediate attention.
ReadonlySPRAINED_JOINT: "sprained_joint"Minor joint sprain or strain (severity < 0.5). Causes discomfort but doesn't prevent use.
Status effect IDs for breaking techniques.
These IDs are used when creating StatusEffect objects after successful breaking technique execution. Each ID should eventually have a corresponding StatusEffect implementation in the game's effect system.
Korean: 파쇄 상태효과 ID