|
override float | CalculateDamage (in AttackInformation attackInformation, in AttackCollisionData collisionData, in MissionWeapon weapon, float baseDamage) |
| Calculates/modifies base damage when a weapon collides with it target. Perks and skill effects that increase base weapon damage can be implemented with this method.
|
|
override void | DecideMissileWeaponFlags (Agent attackerAgent, MissionWeapon missileWeapon, ref WeaponFlags missileWeaponFlags) |
| Overrides weapon flags for a missile weapon when it leaves the bow/crossbow or the user's hand. For example if a missile can penetrate shields, CanPenetrateShield flag can be added within this method.
|
|
override bool | DecideCrushedThrough (Agent attackerAgent, Agent defenderAgent, float totalAttackEnergy, Agent.UsageDirection attackDirection, StrikeType strikeType, WeaponComponentData defendItem, bool isPassiveUsage) |
|
override bool | CanWeaponDismount (Agent attackerAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData collisionData) |
| Decides if the given weapon and blow can dismount its target.
|
|
override void | CalculateDefendedBlowStunMultipliers (Agent attackerAgent, Agent defenderAgent, CombatCollisionResult collisionResult, WeaponComponentData attackerWeapon, WeaponComponentData defenderWeapon, out float attackerStunMultiplier, out float defenderStunMultiplier) |
| Calculates stun multipliers when a defender agents successfully defends (by blocking, parrying etc.) against an attacker's weapon blow. This scales how long the defender and the attacker will play the stun animation. For example hitting a defender agent's shield with a one handed weapon while it is blocking will cause the attacker to stun momentarily. Perfect blocks (i.e. blocking an attack from the correct side at the right moment) should reduce defender's stun amount as well.
|
|
override bool | CanWeaponKnockback (Agent attackerAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData collisionData) |
| Decides if the given weapon and blow can knock back its target.
|
|
override bool | CanWeaponKnockDown (Agent attackerAgent, Agent victimAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData collisionData) |
| Decides if the given weapon and blow can knock down its target.
|
|
override float | GetDismountPenetration (Agent attackerAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData attackCollisionData) |
| Returns dismount penetration of a blow used for defeating an enemy's dismount resistance.
|
|
override float | GetKnockBackPenetration (Agent attackerAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData attackCollisionData) |
| Returns knock back penetration of a blow used for defeating an enemy's knockback resistance.
|
|
override float | GetKnockDownPenetration (Agent attackerAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData attackCollisionData) |
| Returns knock down penetration of a blow used for defeating an enemy's knock down resistance.
|
|
override float | GetHorseChargePenetration () |
| Returns knock down penetration for horse charge (trample) for defeating an enemy's knock down resistance.
|
|
override float | CalculateStaggerThresholdDamage (Agent defenderAgent, in Blow blow) |
| Calculates stagger damage threshold damage for the given agent. If the agent is staggered by an attack then any combat animations it is currently performing will be stopped momentarily. If an attack fails to stagger an agent, the agent will still take the attack's damage but its current combat animation will continue.
|
|
override float | CalculateAlternativeAttackDamage (BasicCharacterObject attackerCharacter, WeaponComponentData weapon) |
| Calculates alternative attack damage (weapon bashes, shield bashes and kicks)
|
|
override float | CalculatePassiveAttackDamage (BasicCharacterObject attackerCharacter, in AttackCollisionData collisionData, float baseDamage) |
| Calculates/modifies passive attack damage (i.e. couched lance damage or spear brace damage)
|
|
override MeleeCollisionReaction | DecidePassiveAttackCollisionReaction (Agent attacker, Agent defender, bool isFatalHit) |
| Decides melee collision reaction for passive attacks (i.e. couched lance attacks or spear brace attacks) Passive attacks can hit one target or slice through multiple targets depending on the returned value.
|
|
override float | CalculateShieldDamage (in AttackInformation attackInformation, float baseDamage) |
| Calculates/modifies damage dealt to a shield.
|
|
override float | GetDamageMultiplierForBodyPart (BoneBodyPartType bodyPart, DamageTypes type, bool isHuman, bool isMissile) |
| Returns damage multiplier for a body part (i.e. certain body parts like neck & head can have higher multipliers for increase damage).
|
|
override bool | CanWeaponIgnoreFriendlyFireChecks (WeaponComponentData weapon) |
| Decides if the given weapon can ignore friendly fire checks and deal friendly fire damage.
|
|
override bool | DecideAgentShrugOffBlow (Agent victimAgent, AttackCollisionData collisionData, in Blow blow) |
| Decide if victim agent can successfully shrug off blow. Blows that are shrugged off does not deal damage and does not apply combat mechanics (knock back, knock down etc.)
|
|
override bool | DecideAgentDismountedByBlow (Agent attackerAgent, Agent victimAgent, in AttackCollisionData collisionData, WeaponComponentData attackerWeapon, in Blow blow) |
| Decide if a mounted victim can be dismounted by a blow. Victim must be a mounted human.
|
|
override bool | DecideAgentKnockedBackByBlow (Agent attackerAgent, Agent victimAgent, in AttackCollisionData collisionData, WeaponComponentData attackerWeapon, in Blow blow) |
| Decides if a victim can be knocked back by a blow. Only applies to agents on foot. Victim must not be mounted.
|
|
override bool | DecideAgentKnockedDownByBlow (Agent attackerAgent, Agent victimAgent, in AttackCollisionData collisionData, WeaponComponentData attackerWeapon, in Blow blow) |
| Decides if a victim can be knocked down by a blow. Only applies to agents on foot. Victim must not be mounted.
|
|
override bool | DecideMountRearedByBlow (Agent attackerAgent, Agent victimAgent, in AttackCollisionData collisionData, WeaponComponentData attackerWeapon, in Blow blow) |
| Decides if mount can be reared by a blow (i.e. a polearm thrust attack). Victim must be a mount.
|
|
abstract float | CalculateDamage (in AttackInformation attackInformation, in AttackCollisionData collisionData, in MissionWeapon weapon, float baseDamage) |
| Calculates/modifies base damage when a weapon collides with it target. Perks and skill effects that increase base weapon damage can be implemented with this method.
|
|
abstract void | DecideMissileWeaponFlags (Agent attackerAgent, MissionWeapon missileWeapon, ref WeaponFlags missileWeaponFlags) |
| Overrides weapon flags for a missile weapon when it leaves the bow/crossbow or the user's hand. For example if a missile can penetrate shields, CanPenetrateShield flag can be added within this method.
|
|
abstract void | CalculateDefendedBlowStunMultipliers (Agent attackerAgent, Agent defenderAgent, CombatCollisionResult collisionResult, WeaponComponentData attackerWeapon, WeaponComponentData defenderWeapon, out float attackerStunMultiplier, out float defenderStunMultiplier) |
| Calculates stun multipliers when a defender agents successfully defends (by blocking, parrying etc.) against an attacker's weapon blow. This scales how long the defender and the attacker will play the stun animation. For example hitting a defender agent's shield with a one handed weapon while it is blocking will cause the attacker to stun momentarily. Perfect blocks (i.e. blocking an attack from the correct side at the right moment) should reduce defender's stun amount as well.
|
|
abstract float | CalculateStaggerThresholdDamage (Agent defenderAgent, in Blow blow) |
| Calculates stagger damage threshold damage for the given agent. If the agent is staggered by an attack then any combat animations it is currently performing will be stopped momentarily. If an attack fails to stagger an agent, the agent will still take the attack's damage but its current combat animation will continue.
|
|
abstract float | CalculateAlternativeAttackDamage (BasicCharacterObject attackerCharacter, WeaponComponentData weapon) |
| Calculates alternative attack damage (weapon bashes, shield bashes and kicks)
|
|
abstract float | CalculatePassiveAttackDamage (BasicCharacterObject attackerCharacter, in AttackCollisionData collisionData, float baseDamage) |
| Calculates/modifies passive attack damage (i.e. couched lance damage or spear brace damage)
|
|
abstract MeleeCollisionReaction | DecidePassiveAttackCollisionReaction (Agent attacker, Agent defender, bool isFatalHit) |
| Decides melee collision reaction for passive attacks (i.e. couched lance attacks or spear brace attacks) Passive attacks can hit one target or slice through multiple targets depending on the returned value.
|
|
abstract float | CalculateShieldDamage (in AttackInformation attackInformation, float baseDamage) |
| Calculates/modifies damage dealt to a shield.
|
|
abstract float | GetDamageMultiplierForBodyPart (BoneBodyPartType bodyPart, DamageTypes type, bool isHuman, bool isMissile) |
| Returns damage multiplier for a body part (i.e. certain body parts like neck & head can have higher multipliers for increase damage).
|
|
abstract bool | CanWeaponIgnoreFriendlyFireChecks (WeaponComponentData weapon) |
| Decides if the given weapon can ignore friendly fire checks and deal friendly fire damage.
|
|
abstract bool | CanWeaponDismount (Agent attackerAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData collisionData) |
| Decides if the given weapon and blow can dismount its target.
|
|
abstract bool | CanWeaponKnockback (Agent attackerAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData collisionData) |
| Decides if the given weapon and blow can knock back its target.
|
|
abstract bool | CanWeaponKnockDown (Agent attackerAgent, Agent victimAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData collisionData) |
| Decides if the given weapon and blow can knock down its target.
|
|
abstract bool | DecideCrushedThrough (Agent attackerAgent, Agent defenderAgent, float totalAttackEnergy, Agent.UsageDirection attackDirection, StrikeType strikeType, WeaponComponentData defendItem, bool isPassiveUsageHit) |
|
abstract bool | DecideAgentShrugOffBlow (Agent victimAgent, AttackCollisionData collisionData, in Blow blow) |
| Decide if victim agent can successfully shrug off blow. Blows that are shrugged off does not deal damage and does not apply combat mechanics (knock back, knock down etc.)
|
|
abstract bool | DecideAgentDismountedByBlow (Agent attackerAgent, Agent victimAgent, in AttackCollisionData collisionData, WeaponComponentData attackerWeapon, in Blow blow) |
| Decide if a mounted victim can be dismounted by a blow. Victim must be a mounted human.
|
|
abstract bool | DecideAgentKnockedBackByBlow (Agent attackerAgent, Agent victimAgent, in AttackCollisionData collisionData, WeaponComponentData attackerWeapon, in Blow blow) |
| Decides if a victim can be knocked back by a blow. Only applies to agents on foot. Victim must not be mounted.
|
|
abstract bool | DecideAgentKnockedDownByBlow (Agent attackerAgent, Agent victimAgent, in AttackCollisionData collisionData, WeaponComponentData attackerWeapon, in Blow blow) |
| Decides if a victim can be knocked down by a blow. Only applies to agents on foot. Victim must not be mounted.
|
|
abstract bool | DecideMountRearedByBlow (Agent attackerAgent, Agent victimAgent, in AttackCollisionData collisionData, WeaponComponentData attackerWeapon, in Blow blow) |
| Decides if mount can be reared by a blow (i.e. a polearm thrust attack). Victim must be a mount.
|
|
abstract float | GetDismountPenetration (Agent attackerAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData collisionData) |
| Returns dismount penetration of a blow used for defeating an enemy's dismount resistance.
|
|
abstract float | GetKnockBackPenetration (Agent attackerAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData collisionData) |
| Returns knock back penetration of a blow used for defeating an enemy's knockback resistance.
|
|
abstract float | GetKnockDownPenetration (Agent attackerAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData collisionData) |
| Returns knock down penetration of a blow used for defeating an enemy's knock down resistance.
|
|
abstract float | GetHorseChargePenetration () |
| Returns knock down penetration for horse charge (trample) for defeating an enemy's knock down resistance.
|
|