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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.
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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.
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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.
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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.
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float | CalculateAlternativeAttackDamage (BasicCharacterObject attackerCharacter, WeaponComponentData weapon) |
| Calculates alternative attack damage (weapon bashes, shield bashes and kicks)
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float | CalculatePassiveAttackDamage (BasicCharacterObject attackerCharacter, in AttackCollisionData collisionData, float baseDamage) |
| Calculates/modifies passive attack damage (i.e. couched lance damage or spear brace damage)
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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.
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float | CalculateShieldDamage (in AttackInformation attackInformation, float baseDamage) |
| Calculates/modifies damage dealt to a shield.
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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).
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bool | CanWeaponIgnoreFriendlyFireChecks (WeaponComponentData weapon) |
| Decides if the given weapon can ignore friendly fire checks and deal friendly fire damage.
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bool | CanWeaponDismount (Agent attackerAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData collisionData) |
| Decides if the given weapon and blow can dismount its target.
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bool | CanWeaponKnockback (Agent attackerAgent, WeaponComponentData attackerWeapon, in Blow blow, in AttackCollisionData collisionData) |
| Decides if the given weapon and blow can knock back its target.
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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.
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bool | DecideCrushedThrough (Agent attackerAgent, Agent defenderAgent, float totalAttackEnergy, Agent.UsageDirection attackDirection, StrikeType strikeType, WeaponComponentData defendItem, bool isPassiveUsageHit) |
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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.)
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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float | GetHorseChargePenetration () |
| Returns knock down penetration for horse charge (trample) for defeating an enemy's knock down resistance.
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