VoidDamageTypes

Updated a year ago

Xan.ROR2VoidPlayerCharacterCommon.DamageBehavior.VoidDamageTypes

This class stores all relevant ModdedDamageTypes.

Public Fields and Properties

static ModdedDamageType DisplayVoidDeathOnKill { get; private set; }

This damage type should only be applied when the damage should (and would not normally) have the visual appearance of DamageType.VoidDeath.

static ModdedDamageType BlacklistExaggeratedVoidDeath { get; private set; }

This damage type can be applied to tell the Exaggerated Void Death mod's effects to not apply. This should strictly be used iff the incoming damage type has DamageType.VoidDeath; it is invalid in any other scenario.

static ModdedDamageType ConditionalVoidDeath { get; private set; }

This damage type should only be applied to a DamageInfo whose type already includes DamageType.VoidDeath. This makes the death "conditional", in that it will use the conditional methods (CanInstakill...) to figure out whether or not it should actually apply as DamageType.VoidDeath. Usually this is accompanied by DisplayVoidDeathOnKill so that if it does kill something, it displays the void death effect as needed.

static ModdedDamageType NeverVoidDeath { get; private set; }

A counterpart to ConditionalVoidDeath that flat out tells the system that the damage should never successfully use VoidDeath, even if it would normally proc as such.

static ModdedDamageType BypassFogResistance { get; private set; }

If this is declared, Void Fog will be allowed to damage things that are normally immune to it. This only applies to members outside of the Void team (as the Void team never actually needs to cancel the damage in the first place).

static ModdedDamageType ExaggeratedVoidDeathRequiresNoise { get; private set; }

This is used for the Exaggerated Void Deaths mod, and tells it that it should use the variant of the VFX with the sound anyway instead of using the silent one. If this is applied to a ProjectileExplosion, only the first kill from that explosion will emit the sound (as to not play the sound many times over when exploding a swarm of enemies).