csharp
public interface IDamageRuleOne rule at one stage.
Remarks
What the shipped rules are, too. Doc 28 G-R1: the built-ins are written through the seams, so the extension point is the one the engine itself uses and therefore the one that works. Everything in DamageRules.cs implements this and nothing else.
Fields and properties (2)
DamageStage StageWhich stage it runs in.
int OrderWhere it sits among the rules of that stage. Lower runs first.
Methods (1)
void Apply(ref DamageEvent hit)What it does.
Used by (11)
- BaseDamageRuleVixen.Gameplay.Combat
- CancellerVixen.Gameplay.Combat.Tests
- CriticalStrikeRuleVixen.Gameplay.Combat
- DamagePipelineVixen.Gameplay.Combat
- HalverVixen.Gameplay.Combat.Tests
- HealthRuleVixen.Gameplay.Combat
- NumberedVixen.Gameplay.Combat.Tests
- RecorderVixen.Gameplay.Combat.Tests
- ResistanceRuleVixen.Gameplay.Combat
- ShieldAbsorbRuleVixen.Gameplay.Combat
- ThreatRuleVixen.Gameplay.Combat