DamageOverride¶
A DamageOverride is a way to modify some logic in the damage pipeline. Unlike AttackProperty, they can only be sent to DoDamage in a parameter, but that parameter takes an array meaning it is possible to send multiple DamageOverrides at once (some however are mutually exclusive against each other).
The order in which they are specified in the parameter matters as they are processed sequentially.
The vast majority are processed in DoDamage, but some are in CalculateBaseDamage and they can influence the logic there.
Value | Name | Description |
---|---|---|
0 | LeftMovement | UNUSED |
1 | RightMovement | UNUSED |
2 | UpMovement | UNUSED |
3 | NoMovement | UNUSED |
4 | HurtStyle | UNUSED |
5 | HealStyle | UNUSED |
6 | TPStyle | UNUSED |
7 | MAXStyle | UNUSED |
8 | ShakeLonger | UNUSED |
9 | NoShake | UNUSED |
10 | ShowCombo | Calls ShowComboMessage right after the damage amount has been calculated in DoDamage |
11 | NoSound | The DoDamageAnim call towards the end of DoDamage will have nosound set to true. NOTE: this is ignored if NoDamageAnim or BlockSoundOnly is processed after |
12 | FailSound | The DoDamageAnim call towards the end of DoDamage will have fail set to true. NOTE: this is ignored if NoDamageAnim is processed after |
13 | NoDamageAnim | There will not be a DoDamageAnim call towards the end of DoDamage. NOTE: processing this overrides any NoSound , BlockSoundOnly , FailSound and FakeAnim because the call won't happen |
14 | BlockSoundOnly | The DoDamageAnim call towards the end of DoDamage will have nosound set to true if block is false. NOTE: this is ignored if NoDamageAnim or NoSound is processed after |
15 | NoCounter | There will not be a ShowDamageCounter call in DoDamage (this does not cover a Frostbite medal counter which is done in CalculateBaseDamage) |
16 | NoFall | Prevents an enemy party member from falling under any circumstances in CalculateBaseDamage if one is the target |
17 | NoIceBreak | Prevents an enemy party member from thawing out when they have the Freeze condition under any circumstances in CalculateBaseDamage if one is the target |
18 | FakeAnim | The DoDamageAnim call towards the end of DoDamage will have fakeanim set to true. NOTE: this is ignored if NoDamageAnim is processed after |
19 | DontAwake | Prevents the attack from removing the Sleep condition on the target during the course of DoDamage. NOTE: CalculateBaseDamage can still remove it when inflicting a different status, check its documentation to learn more |
20 | IgnoreNumb | Prevents the Numb condition to have its defense apply during CalculateBaseDamage under any circumstances |