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DamageOps

Trait DamageOps 

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pub trait DamageOps {
Show 47 methods // Required methods fn deal_damage_ap( &mut self, action: DamageActionId, coef: f64, flags: DamageFlags, ); fn deal_damage_ap_result( &mut self, action: DamageActionId, coef: f64, flags: DamageFlags, ) -> DamageOutcome; fn deal_damage_from_result( &mut self, action: DamageActionId, parent: DamageOutcome, multiplier: f64, flags: DamageFlags, ) -> DamageOutcome; fn deal_profiled_damage_ap( &mut self, action: DamageActionId, profile: DamageActionId, coef: f64, flags: DamageFlags, ); fn haste_multiplier(&self) -> f64; fn deal_damage_ap_to_target( &mut self, target: EnemyIdx, action: DamageActionId, coef: f64, flags: DamageFlags, ); fn deal_damage_ap_if_positive( &mut self, action: DamageActionId, coefficient: f64, flags: DamageFlags, ); fn deal_effect_damage_ap( &mut self, effect: DamageEffectId, multiplier: f64, flags: DamageFlags, ); fn deal_effect_damage_ap_with_geometry( &mut self, effect: DamageEffectId, geometry_effect: DamageEffectId, multiplier: f64, flags: DamageFlags, ); fn deal_effect_damage_sp_with_geometry( &mut self, effect: DamageEffectId, geometry_effect: DamageEffectId, multiplier: f64, flags: DamageFlags, ); fn deal_physical_damage_ap_if_positive( &mut self, action: DamageActionId, coefficient: f64, ); fn deal_pet_damage_ap(&mut self, action: DamageActionId, coefficient: f64); fn deal_pet_damage_ap_with_inheritance( &mut self, action: DamageActionId, coefficient: f64, inheritance_multiplier: f64, ); fn deal_physical_pet_damage_ap( &mut self, action: DamageActionId, coefficient: f64, ); fn deal_damage_sp( &mut self, action: DamageActionId, coef: f64, flags: DamageFlags, ); fn deal_damage_sp_to_target( &mut self, target: EnemyIdx, action: DamageActionId, coef: f64, flags: DamageFlags, ); fn deal_profiled_damage_sp( &mut self, action: DamageActionId, profile: DamageActionId, coef: f64, flags: DamageFlags, ); fn deal_damage_flat(&mut self, action: DamageActionId, amount: f64); fn deal_resolved_damage(&mut self, action: DamageActionId, amount: f64); fn deal_triggered_damage( &mut self, effect: DamageEffectId, multiplier: f64, flags: DamageFlags, ) -> bool; fn deal_item_damage_sp(&mut self, action: DamageActionId); fn deal_hook_flat_damage(&mut self, action: DamageActionId) -> bool; fn effect_base_points(&self, effect: DamageEffectId) -> f64; fn effect_points(&self, effect: DamageEffectId) -> f64; fn effect_percent(&self, effect: DamageEffectId) -> f64; fn effect_ap_coefficient(&self, effect: DamageEffectId) -> f64; fn effect_sp_coefficient(&self, effect: DamageEffectId) -> f64; fn effect_period_ms(&self, effect: DamageEffectId) -> u32; fn action_proc_chance(&self, action: DamageActionId) -> f64; fn action_gcd_ms(&self, action: DamageActionId) -> u32; fn action_aura_duration_ms(&self, action: DamageActionId) -> u32; fn action_aura_tick_ms(&self, action: DamageActionId) -> u32; fn action_secondary_gain(&self, action: DamageActionId) -> f64; fn action_hook_scalar(&self, action: DamageActionId) -> Option<f64>; fn action_passive_direct_damage_mult(&self, action: DamageActionId) -> f64; fn action_is_melee(&self, action: DamageActionId) -> bool; fn action_has_direct_damage(&self, action: DamageActionId) -> bool; fn action_requires_main_hand(&self, action: DamageActionId) -> bool; fn action_requires_off_hand(&self, action: DamageActionId) -> bool; fn action_suppresses_caster_procs(&self, action: DamageActionId) -> bool; fn impact_has_label(&self, impact: ImpactEvent, label: i32) -> bool; fn impact_is_physical(&self, impact: ImpactEvent) -> bool; fn impact_is_nature(&self, impact: ImpactEvent) -> bool; fn impact_generates_primary_resource(&self, impact: ImpactEvent) -> bool; fn effect_affects_impact( &self, effect: DamageEffectId, impact: ImpactEvent, ) -> bool; fn target_health_fraction(&self) -> f64; fn player_swing_period_ms(&self, hand: SwingHand) -> Option<u32>;
}
Expand description

Damage calculation and impact operations.

Required Methods§

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fn deal_damage_ap( &mut self, action: DamageActionId, coef: f64, flags: DamageFlags, )

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fn deal_damage_ap_result( &mut self, action: DamageActionId, coef: f64, flags: DamageFlags, ) -> DamageOutcome

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fn deal_damage_from_result( &mut self, action: DamageActionId, parent: DamageOutcome, multiplier: f64, flags: DamageFlags, ) -> DamageOutcome

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fn deal_profiled_damage_ap( &mut self, action: DamageActionId, profile: DamageActionId, coef: f64, flags: DamageFlags, )

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fn haste_multiplier(&self) -> f64

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fn deal_damage_ap_to_target( &mut self, target: EnemyIdx, action: DamageActionId, coef: f64, flags: DamageFlags, )

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fn deal_damage_ap_if_positive( &mut self, action: DamageActionId, coefficient: f64, flags: DamageFlags, )

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fn deal_effect_damage_ap( &mut self, effect: DamageEffectId, multiplier: f64, flags: DamageFlags, )

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fn deal_effect_damage_ap_with_geometry( &mut self, effect: DamageEffectId, geometry_effect: DamageEffectId, multiplier: f64, flags: DamageFlags, )

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fn deal_effect_damage_sp_with_geometry( &mut self, effect: DamageEffectId, geometry_effect: DamageEffectId, multiplier: f64, flags: DamageFlags, )

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fn deal_physical_damage_ap_if_positive( &mut self, action: DamageActionId, coefficient: f64, )

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fn deal_pet_damage_ap(&mut self, action: DamageActionId, coefficient: f64)

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fn deal_pet_damage_ap_with_inheritance( &mut self, action: DamageActionId, coefficient: f64, inheritance_multiplier: f64, )

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fn deal_physical_pet_damage_ap( &mut self, action: DamageActionId, coefficient: f64, )

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fn deal_damage_sp( &mut self, action: DamageActionId, coef: f64, flags: DamageFlags, )

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fn deal_damage_sp_to_target( &mut self, target: EnemyIdx, action: DamageActionId, coef: f64, flags: DamageFlags, )

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fn deal_profiled_damage_sp( &mut self, action: DamageActionId, profile: DamageActionId, coef: f64, flags: DamageFlags, )

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fn deal_damage_flat(&mut self, action: DamageActionId, amount: f64)

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fn deal_resolved_damage(&mut self, action: DamageActionId, amount: f64)

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fn deal_triggered_damage( &mut self, effect: DamageEffectId, multiplier: f64, flags: DamageFlags, ) -> bool

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fn deal_item_damage_sp(&mut self, action: DamageActionId)

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fn deal_hook_flat_damage(&mut self, action: DamageActionId) -> bool

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fn effect_base_points(&self, effect: DamageEffectId) -> f64

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fn effect_points(&self, effect: DamageEffectId) -> f64

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fn effect_percent(&self, effect: DamageEffectId) -> f64

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fn effect_ap_coefficient(&self, effect: DamageEffectId) -> f64

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fn effect_sp_coefficient(&self, effect: DamageEffectId) -> f64

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fn effect_period_ms(&self, effect: DamageEffectId) -> u32

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fn action_proc_chance(&self, action: DamageActionId) -> f64

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fn action_gcd_ms(&self, action: DamageActionId) -> u32

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fn action_aura_duration_ms(&self, action: DamageActionId) -> u32

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fn action_aura_tick_ms(&self, action: DamageActionId) -> u32

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fn action_secondary_gain(&self, action: DamageActionId) -> f64

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fn action_hook_scalar(&self, action: DamageActionId) -> Option<f64>

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fn action_passive_direct_damage_mult(&self, action: DamageActionId) -> f64

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fn action_is_melee(&self, action: DamageActionId) -> bool

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fn action_has_direct_damage(&self, action: DamageActionId) -> bool

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fn action_requires_main_hand(&self, action: DamageActionId) -> bool

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fn action_requires_off_hand(&self, action: DamageActionId) -> bool

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fn action_suppresses_caster_procs(&self, action: DamageActionId) -> bool

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fn impact_has_label(&self, impact: ImpactEvent, label: i32) -> bool

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fn impact_is_physical(&self, impact: ImpactEvent) -> bool

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fn impact_is_nature(&self, impact: ImpactEvent) -> bool

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fn impact_generates_primary_resource(&self, impact: ImpactEvent) -> bool

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fn effect_affects_impact( &self, effect: DamageEffectId, impact: ImpactEvent, ) -> bool

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fn target_health_fraction(&self) -> f64

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fn player_swing_period_ms(&self, hand: SwingHand) -> Option<u32>

Implementors§