tModLoader v2024.05
A mod to make and play Terraria mods

Public Member Functions  
StatModifier (float additive, float multiplicative, float flat=0f, float @base=0f)  
float  ApplyTo (float baseValue) 
Use this to apply the modifiers of this StatModifier to the baseValue . You should assign the value passed in to the return result. For example: More...  
StatModifier  CombineWith (StatModifier m) 
override bool  Equals (object obj) 
override int  GetHashCode () 
StatModifier  Scale (float scale) 
Static Public Member Functions  
static bool  operator!= (StatModifier m1, StatModifier m2) 
static StatModifier  operator* (float mul, StatModifier m) 
static StatModifier  operator* (StatModifier m, float mul) 
The multiply operator applies a multiplicative effect to the resulting multiplicative modifier. This effect is very rarely used, typical effects use the add operator. More...  
static StatModifier  operator+ (float add, StatModifier m) 
static StatModifier  operator+ (StatModifier m, float add) 
By using the add operator, the supplied additive modifier is combined with the existing modifiers. For example, adding 0.12f would be equivalent to a typical 12% damage boost. For 99% of effects used in the game, this approach is used. More...  
static StatModifier  operator (StatModifier m, float sub) 
By using the subtract operator, the supplied subtractive modifier is combined with the existing modifiers. For example, subtracting 0.12f would be equivalent to a typical 12% damage decrease. For 99% of effects used in the game, this approach is used. More...  
static StatModifier  operator/ (StatModifier m, float div) 
static bool  operator== (StatModifier m1, StatModifier m2) 
Static Public Attributes  
static readonly StatModifier  Default = new() 
float StatModifier.ApplyTo  (  float  baseValue  ) 
Use this to apply the modifiers of this StatModifier to the baseValue . You should assign the value passed in to the return result. For example:
damage = CritDamage.ApplyTo(damage)
could be used to apply a crit damage modifier to a base damage value
For help understanding the meanings of the applied values please make note of documentation for:
The order of operations of the modifiers are as follows:
baseValue  The starting value to apply modifiers to 

static 
The multiply operator applies a multiplicative effect to the resulting multiplicative modifier. This effect is very rarely used, typical effects use the add operator.
m  
mul  The factor by which the multiplicative modifier is scaled 

static 
By using the add operator, the supplied additive modifier is combined with the existing modifiers. For example, adding 0.12f would be equivalent to a typical 12% damage boost. For 99% of effects used in the game, this approach is used.
m  
add  The additive modifier to add, where 0.01f is equivalent to 1% 

static 
By using the subtract operator, the supplied subtractive modifier is combined with the existing modifiers. For example, subtracting 0.12f would be equivalent to a typical 12% damage decrease. For 99% of effects used in the game, this approach is used.
m  
sub  The additive modifier to subtract, where 0.01f is equivalent to 1% 