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
AllowDeadOwner
public bool AllowDeadOwner
Field Value
Amount
public int Amount
Field Value
CarryCounterAcrossWaves
public bool CarryCounterAcrossWaves
Field Value
Chance
public float Chance
Field Value
Conditions
public List<TriggerCondition> Conditions
Field Value
CooldownTicks
Minimum ticks between two firings of this trigger. 0 = none.
public int CooldownTicks
Field Value
Count
public int Count
Field Value
CountEventAmount
public bool CountEventAmount
Field Value
CounterReset
public TriggerCounterReset CounterReset
Field Value
CounterThreshold
public int CounterThreshold
Field Value
DamagePerStat
public float DamagePerStat
Field Value
DamageStat
public string DamageStat
Field Value
DeathStatus
public StatusKind DeathStatus
Field Value
DurationSeconds
public float DurationSeconds
Field Value
Event
public TriggerEvent Event
Field Value
Handler
public string Handler
Field Value
Id
public string Id
Field Value
IncludeNeutral
public bool IncludeNeutral
Field Value
IncludeReactions
public bool IncludeReactions
Field Value
MaxFirings
public int MaxFirings
Field Value
MaxFiringsPerEvent
public int MaxFiringsPerEvent
Field Value
MidpointRatio
public float MidpointRatio
Field Value
PeriodSeconds
public float PeriodSeconds
Field Value
ProjectileRange
public float ProjectileRange
Field Value
ProjectileSpeed
public float ProjectileSpeed
Field Value
Radius
public float Radius
Field Value
RequireDeathStatus
public bool RequireDeathStatus
Field Value
RequireStatusDamageKill
public bool RequireStatusDamageKill
Field Value
ResetOnActualDamage
public bool ResetOnActualDamage
Field Value
RunCooldownEvents
public int RunCooldownEvents
Field Value
SourceSlot
public int SourceSlot
Field Value
Stat
public string Stat
Field Value
Status
public StatusEffectDef Status
Field Value
When
public TriggerWhen When
Field Value
WhileConditionsHold
TempStat remains one contribution while conditions hold, instead of stacking per tick.
public bool WhileConditionsHold
Field Value
Properties
UsesRules
public bool UsesRules { get; }