Struct Difficulty
Namespace: OblivionMp.Sdk.Common.Archetypes.Mixins
Assembly: OblivionMp.Sdk.Common.dll
The difficulty every player's game runs at.
[ArchetypeMixin]
[Extends(typeof(World), "")]
public readonly struct Difficulty : IArchetypeMixin, IArchetypeQueryable, IEntityShape
Implements
IArchetypeMixin, IArchetypeQueryable, IEntityShape
Inherited Members
object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()
Properties
DamageDealt
The difficulty tier for the damage players deal.
public DifficultyTier DamageDealt { get; set; }
Property Value
DifficultyTier
DamageTaken
The difficulty tier for the damage players take.
public DifficultyTier DamageTaken { get; set; }
Property Value
DifficultyTier
Methods
Keep()
This entity, which it already is: a loop over this shape hands over the shape itself.
public Difficulty Keep()
Returns
Remarks
Here so taking something out of a loop reads the same whichever way the loop walks. Whether a shape is walked by chunk follows from what it includes, which the call site cannot see and which changes when an include does.