pub trait DamageOps {
Show 28 methods
// Required methods
fn deal_damage_ap(&mut self, spell_id: u32, coef: f64, flags: DamageFlags);
fn deal_damage_ap_result(
&mut self,
spell_id: u32,
coef: f64,
flags: DamageFlags,
) -> DamageOutcome;
fn deal_damage_from_result(
&mut self,
spell_id: u32,
parent: DamageOutcome,
multiplier: f64,
flags: DamageFlags,
) -> DamageOutcome;
fn deal_profiled_damage_ap(
&mut self,
spell_id: u32,
profile_spell_id: u32,
coef: f64,
flags: DamageFlags,
);
fn haste_multiplier(&self) -> f64;
fn deal_damage_ap_to_target(
&mut self,
target: EnemyIdx,
spell_id: u32,
coef: f64,
flags: DamageFlags,
);
fn deal_damage_ap_if_positive(
&mut self,
spell_id: u32,
coefficient: f64,
flags: DamageFlags,
);
fn deal_effect_damage_ap(
&mut self,
effect: (u32, u8),
multiplier: f64,
flags: DamageFlags,
);
fn deal_effect_damage_ap_with_geometry(
&mut self,
effect: (u32, u8),
geometry_effect: (u32, u8),
multiplier: f64,
flags: DamageFlags,
);
fn deal_effect_damage_sp_with_geometry(
&mut self,
effect: (u32, u8),
geometry_effect: (u32, u8),
multiplier: f64,
flags: DamageFlags,
);
fn deal_physical_damage_ap_if_positive(
&mut self,
spell_id: u32,
coefficient: f64,
);
fn deal_pet_damage_ap(&mut self, spell_id: u32, coefficient: f64);
fn deal_pet_damage_ap_for_npc(
&mut self,
npc_id: u32,
spell_id: u32,
coefficient: f64,
);
fn deal_physical_pet_damage_ap(&mut self, spell_id: u32, coefficient: f64);
fn deal_damage_sp(&mut self, spell_id: u32, coef: f64, flags: DamageFlags);
fn deal_damage_sp_to_target(
&mut self,
target: EnemyIdx,
spell_id: u32,
coef: f64,
flags: DamageFlags,
);
fn deal_profiled_damage_sp(
&mut self,
spell_id: u32,
profile_spell_id: u32,
coef: f64,
flags: DamageFlags,
);
fn deal_damage_flat(&mut self, spell_id: u32, amount: f64);
fn deal_resolved_damage(&mut self, spell_id: u32, amount: f64);
fn deal_triggered_damage(
&mut self,
source_spell_id: u32,
effect_index: u8,
multiplier: f64,
flags: DamageFlags,
) -> bool;
fn deal_item_damage_sp(&mut self, spell_id: u32);
fn effect_base_points(&self, effect: (u32, u8)) -> f64;
fn effect_points(&self, effect: (u32, u8)) -> f64;
fn effect_percent(&self, effect: (u32, u8)) -> f64;
fn effect_ap_coefficient(&self, effect: (u32, u8)) -> f64;
fn effect_sp_coefficient(&self, effect: (u32, u8)) -> f64;
fn target_health_fraction(&self) -> f64;
fn player_swing_period_ms(&self, hand: SwingHand) -> Option<u32>;
}Expand description
Damage calculation and impact operations.