Class TriggerDef

Namespace
SurvivorsMaker.Simulation
Assembly
SurvivorsMaker.Simulation.dll

"When X happens, with chance C, do Y." Comes from items, upgrades and characters.

public sealed class TriggerDef
Inheritance
TriggerDef
Inherited Members

Constructors

TriggerDef()

public TriggerDef()

Fields

Action

public TriggerAction Action

Field Value

TriggerAction

AllowDeadOwner

public bool AllowDeadOwner

Field Value

bool

Amount

public int Amount

Field Value

int

CarryCounterAcrossWaves

public bool CarryCounterAcrossWaves

Field Value

bool

Chance

public float Chance

Field Value

float

Conditions

public List<TriggerCondition> Conditions

Field Value

List<TriggerCondition>

CooldownTicks

Minimum ticks between two firings of this trigger. 0 = none.

public int CooldownTicks

Field Value

int

Count

public int Count

Field Value

int

CountEventAmount

public bool CountEventAmount

Field Value

bool

CounterReset

public TriggerCounterReset CounterReset

Field Value

TriggerCounterReset

CounterThreshold

public int CounterThreshold

Field Value

int

DamagePerStat

public float DamagePerStat

Field Value

float

DamageStat

public string DamageStat

Field Value

string

DeathStatus

public StatusKind DeathStatus

Field Value

StatusKind

DurationSeconds

public float DurationSeconds

Field Value

float

Event

public TriggerEvent Event

Field Value

TriggerEvent

Handler

public string Handler

Field Value

string

Id

public string Id

Field Value

string

IncludeNeutral

public bool IncludeNeutral

Field Value

bool

IncludeReactions

public bool IncludeReactions

Field Value

bool

MaxFirings

public int MaxFirings

Field Value

int

MaxFiringsPerEvent

public int MaxFiringsPerEvent

Field Value

int

MidpointRatio

public float MidpointRatio

Field Value

float

PeriodSeconds

public float PeriodSeconds

Field Value

float

ProjectileRange

public float ProjectileRange

Field Value

float

ProjectileSpeed

public float ProjectileSpeed

Field Value

float

Radius

public float Radius

Field Value

float

RequireDeathStatus

public bool RequireDeathStatus

Field Value

bool

RequireStatusDamageKill

public bool RequireStatusDamageKill

Field Value

bool

ResetOnActualDamage

public bool ResetOnActualDamage

Field Value

bool

RunCooldownEvents

public int RunCooldownEvents

Field Value

int

SourceSlot

public int SourceSlot

Field Value

int

Stat

public string Stat

Field Value

string

Status

public StatusEffectDef Status

Field Value

StatusEffectDef

When

public TriggerWhen When

Field Value

TriggerWhen

WhileConditionsHold

TempStat remains one contribution while conditions hold, instead of stacking per tick.

public bool WhileConditionsHold

Field Value

bool

Properties

UsesRules

public bool UsesRules { get; }

Property Value

bool