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    Struct DamageData

    Namespace: Global
    Assembly: Dew.Core.dll
    Syntax
    public struct DamageData

    Constructors

    DamageData(SourceType, ScalingValue, Entity, int, float)

    Declaration
    public DamageData(DamageData.SourceType source, ScalingValue scalingValue, Entity from, int skillLevel, float procCoefficient)
    Parameters
    Type Name Description
    DamageData.SourceType source
    ScalingValue scalingValue
    Entity from
    int skillLevel
    float procCoefficient

    DamageData(SourceType, float, float)

    Declaration
    public DamageData(DamageData.SourceType source, float originalAmount, float procCoefficient)
    Parameters
    Type Name Description
    DamageData.SourceType source
    float originalAmount
    float procCoefficient

    Fields

    elemental

    Declaration
    public ElementalType? elemental
    Field Value
    Type Description
    ElementalType?

    source

    Source type of this damage.

    Declaration
    public DamageData.SourceType source
    Field Value
    Type Description
    DamageData.SourceType

    Properties

    actor

    Declaration
    public readonly Actor actor { get; }
    Property Value
    Type Description
    Actor

    amplificationMultiplier

    Damage multiplier for amplications. Amplications are multiplicatively combined. This value will be multiplied to the damage after flatModifier.

    Declaration
    public readonly float amplificationMultiplier { get; }
    Property Value
    Type Description
    float

    attackEffectStrength

    Attack effect strength (0~1). If this value is above 0, this damage will trigger attack effects.

    Declaration
    public readonly float attackEffectStrength { get; }
    Property Value
    Type Description
    float

    attackEffectType

    Declaration
    public readonly AttackEffectType attackEffectType { get; }
    Property Value
    Type Description
    AttackEffectType

    attributes

    Declaration
    public readonly DamageAttribute attributes { get; }
    Property Value
    Type Description
    DamageAttribute

    currentAmount

    Amount of processed damage with current modifications.

    Declaration
    public float currentAmount { get; }
    Property Value
    Type Description
    float

    damageToShieldMultiplier

    Declaration
    public readonly float damageToShieldMultiplier { get; }
    Property Value
    Type Description
    float

    direction

    Direction of this damage.

    Declaration
    public readonly Vector3? direction { get; }
    Property Value
    Type Description
    UnityEngine.Vector3?

    flatModifier

    Flat damage modifier. This value will be added to the final damage before any other multipliers.

    Declaration
    public readonly float flatModifier { get; }
    Property Value
    Type Description
    float

    isBlockedByImmunity

    Is this damage currently blocked by immunity?

    Declaration
    public readonly bool isBlockedByImmunity { get; }
    Property Value
    Type Description
    bool

    originalAmount

    Original amount of damage.

    Declaration
    public readonly float originalAmount { get; }
    Property Value
    Type Description
    float

    originPosition

    Origin position of this damage.

    Declaration
    public readonly Vector3? originPosition { get; }
    Property Value
    Type Description
    UnityEngine.Vector3?

    overrideElementalStacks

    Declaration
    public readonly int? overrideElementalStacks { get; }
    Property Value
    Type Description
    int?

    procCoefficient

    Proc coefficient of damage.

    Declaration
    public readonly float procCoefficient { get; }
    Property Value
    Type Description
    float

    reductionMultiplier

    Damage multiplier for reductions. Reductions are multiplicatively combined. This value will be multiplied to the damage after flatModifier.

    Declaration
    public readonly float reductionMultiplier { get; }
    Property Value
    Type Description
    float

    Methods

    AddFlatAmount(float)

    Add a flat amount to this damage.

    Declaration
    public DamageData AddFlatAmount(float amount)
    Parameters
    Type Name Description
    float amount

    The amount to add. Must be a positive number or zero.

    Returns
    Type Description
    DamageData

    ApplyAmplification(float)

    Amplify this damage by the value specified, stacking multiplicatively.

    e.g. One Amplication by 0.5 will cause 50% increase in damage.

    Two Amplifications by 0.5 will cause 125% increase in damage.

    Declaration
    public DamageData ApplyAmplification(float value)
    Parameters
    Type Name Description
    float value

    Amplification value. Must be a positive number or zero.

    Returns
    Type Description
    DamageData

    ApplyDamageToShieldMultiplier(float)

    Declaration
    public DamageData ApplyDamageToShieldMultiplier(float multiplier)
    Parameters
    Type Name Description
    float multiplier
    Returns
    Type Description
    DamageData

    ApplyRawMultiplier(float)

    Apply raw multiplier to this damage's original amount.

    Declaration
    public DamageData ApplyRawMultiplier(float multiplier)
    Parameters
    Type Name Description
    float multiplier
    Returns
    Type Description
    DamageData

    ApplyReduction(float)

    Reduce this damage by the value specified, stacking multiplicatively.

    e.g. One Reduction by 0.5 will cause 50% decrease in damage.

    Two Reductions by 0.5 will cause 75% decrease in damage.

    Declaration
    public DamageData ApplyReduction(float value)
    Parameters
    Type Name Description
    float value

    Reduction value. This value will be clamped between 0 and 1.

    Returns
    Type Description
    DamageData

    ApplyStrength(float)

    Apply the given multiplier to the damage and the proc coefficient.

    Declaration
    public DamageData ApplyStrength(float multiplier)
    Parameters
    Type Name Description
    float multiplier
    Returns
    Type Description
    DamageData

    BlockWithImmunity()

    Block this damage with damage immunity. Note this will be ignored if IgnoreDamageImmunity is set to true.

    Declaration
    public DamageData BlockWithImmunity()
    Returns
    Type Description
    DamageData

    Dispatch(Entity, ReactionChain)

    Declaration
    public void Dispatch(Entity victim, ReactionChain chain = default)
    Parameters
    Type Name Description
    Entity victim
    ReactionChain chain

    DoAttackEffect(AttackEffectType, float)

    Declaration
    public DamageData DoAttackEffect(AttackEffectType type, float strength = 1)
    Parameters
    Type Name Description
    AttackEffectType type
    float strength
    Returns
    Type Description
    DamageData

    HasAttr(DamageAttribute)

    Does this damage has specific attribute?

    Declaration
    public bool HasAttr(DamageAttribute attr)
    Parameters
    Type Name Description
    DamageAttribute attr
    Returns
    Type Description
    bool

    IsAmountModifiedBy(Actor)

    Declaration
    public bool IsAmountModifiedBy(Actor actor)
    Parameters
    Type Name Description
    Actor actor
    Returns
    Type Description
    bool

    IsAmountModifiedBy(Type)

    Declaration
    public bool IsAmountModifiedBy(Type actorType)
    Parameters
    Type Name Description
    System.Type actorType
    Returns
    Type Description
    bool

    SetActor(Actor)

    Declaration
    public DamageData SetActor(Actor actor)
    Parameters
    Type Name Description
    Actor actor
    Returns
    Type Description
    DamageData

    SetAmountModifiedBy(Actor)

    Declaration
    public DamageData SetAmountModifiedBy(Actor actor)
    Parameters
    Type Name Description
    Actor actor
    Returns
    Type Description
    DamageData

    SetAmountModifiedBy(Type)

    Declaration
    public DamageData SetAmountModifiedBy(Type actorType)
    Parameters
    Type Name Description
    System.Type actorType
    Returns
    Type Description
    DamageData

    SetAmountOrigin(FinalDamageData)

    If amount of this damage originates from other damage, you can specify it here to make it inherit its modifier flags and attributes.

    Declaration
    public DamageData SetAmountOrigin(FinalDamageData damage)
    Parameters
    Type Name Description
    FinalDamageData damage
    Returns
    Type Description
    DamageData

    SetAmountOrigin(FinalHealData)

    If amount of this damage originates from other heal, you can specify it here to make it inherit its modifier flags and isCrit.

    Declaration
    public DamageData SetAmountOrigin(FinalHealData heal)
    Parameters
    Type Name Description
    FinalHealData heal
    Returns
    Type Description
    DamageData

    SetAttr(DamageAttribute)

    Add special attribute for this damage.

    Declaration
    public DamageData SetAttr(DamageAttribute attr)
    Parameters
    Type Name Description
    DamageAttribute attr
    Returns
    Type Description
    DamageData

    SetDirection(Quaternion)

    Declaration
    public DamageData SetDirection(Quaternion rot)
    Parameters
    Type Name Description
    UnityEngine.Quaternion rot
    Returns
    Type Description
    DamageData

    SetDirection(Vector3)

    Declaration
    public DamageData SetDirection(Vector3 dir)
    Parameters
    Type Name Description
    UnityEngine.Vector3 dir
    Returns
    Type Description
    DamageData

    SetElemental(ElementalType?)

    Declaration
    public DamageData SetElemental(ElementalType? type)
    Parameters
    Type Name Description
    ElementalType? type
    Returns
    Type Description
    DamageData

    SetOriginPosition(Vector3)

    Declaration
    public DamageData SetOriginPosition(Vector3 pos)
    Parameters
    Type Name Description
    UnityEngine.Vector3 pos
    Returns
    Type Description
    DamageData

    SetOverrideElementalStacks(int)

    Set this to override number of elemental stacks this damage applies.

    Declaration
    public DamageData SetOverrideElementalStacks(int stacks)
    Parameters
    Type Name Description
    int stacks
    Returns
    Type Description
    DamageData

    SetSourceType(SourceType)

    Declaration
    public DamageData SetSourceType(DamageData.SourceType type)
    Parameters
    Type Name Description
    DamageData.SourceType type
    Returns
    Type Description
    DamageData

    SubtractFlatAmount(float)

    Subtract a flat amount from this damage.

    Declaration
    public DamageData SubtractFlatAmount(float amount)
    Parameters
    Type Name Description
    float amount

    The amount to subtract. Must be a positive number or zero.

    Returns
    Type Description
    DamageData
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