Class EntityRulesDef
Optional behavior slots; generic actions also extend enemy behavior without named unit subclasses.
public sealed class EntityRulesDef
- Inheritance
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EntityRulesDef
- Inherited Members
Constructors
EntityRulesDef(RecoveryDef, float, SummonDef, AbilityRankDef, TargetTraitsDef)
Creates behavior extensions.
public EntityRulesDef(RecoveryDef recovery = null, float meleeEvasion = 0, SummonDef deathSummon = null, AbilityRankDef behavior = null, TargetTraitsDef traits = null)
Parameters
recoveryRecoveryDefmeleeEvasionfloatdeathSummonSummonDefbehaviorAbilityRankDeftraitsTargetTraitsDef
Properties
Behavior
Always-active generic behavior actions.
public AbilityRankDef Behavior { get; }
Property Value
DeathSummon
Optional death emission, including delayed enemy spawns.
public SummonDef DeathSummon { get; }
Property Value
MeleeEvasion
Probability of avoiding a melee strike only.
public float MeleeEvasion { get; }
Property Value
Recovery
Optional health recovery.
public RecoveryDef Recovery { get; }
Property Value
Reflection
Optional native one-bounce reflection on the recipient.
public ReflectionDef Reflection { get; }
Property Value
Traits
Eligibility and immunity data.
public TargetTraitsDef Traits { get; }
Property Value
Methods
WithReflection(ReflectionDef)
Copies all behavior and trait settings and adds reflection.
public EntityRulesDef WithReflection(ReflectionDef reflection)
Parameters
reflectionReflectionDef