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| StatModifier (float additive, float multiplicative, float flat=0f, float @base=0f) |
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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...
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StatModifier | CombineWith (StatModifier m) |
| Combines the components of two StatModifiers. Typically used to apply the effects of ammo-specific StatModifier to the DamageClass StatModifier values.
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override bool | Equals (object obj) |
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override int | GetHashCode () |
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StatModifier | Scale (float scale) |
| Scales all components of this StatModifier for the purposes of applying damage class modifier inheritance.This is NOT intended for typical modding usage, if you are looking to increase this stat by some percentage, use the addition (+ ) operator.
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static bool | operator!= (StatModifier m1, StatModifier m2) |
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static StatModifier | operator* (float mul, StatModifier m) |
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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...
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static StatModifier | operator+ (float add, StatModifier m) |
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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...
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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...
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static StatModifier | operator/ (StatModifier m, float div) |
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static bool | operator== (StatModifier m1, StatModifier m2) |
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float StatModifier.ApplyTo |
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float |
baseValue | ) |
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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:
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The baseValue is added to Base
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That result is multiplied by Additive
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The previous result is then multiplied by Multiplicative
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Finally, Flat as added to the result of all previous calculations
- Parameters
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baseValue | The starting value to apply modifiers to |
- Returns
- The result of baseValue after all modifiers are applied