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    ShieldedArmouredDamageHandler MonoBehaviour

    Overview

    The ShieldedArmouredDamageHandler behaviour combines the ShieldedDamageHandler and ArmouredDamageHandler systems. Damage is first absorbed by the character's shields. Any damage that is not shielded (because the shields have been depleted) is then mitigated by the armour, before being passed to the character's health manager.

    Note

    A damage handler needs to be added to an object with a collider, which uses a layer that the NeoFPS compatible weapons, etc can detect.

    Inspector

    ShieldedArmouredDamageHandler

    Properties

    Name Type Description
    Multiplier Float The value to multiply any incoming damage by. Use to reduce damage to areas like feet, or raise it for areas like the head.
    Critical Boolean Does the damage count as critical. Used to change the feedback for the damage taker and dealer.
    Inventory Key [FpsInventoryKey][4] The inventory key of the armour type.
    Damage Mitigation Float The amount of damage the armour should nullify.
    Armour Damage Multiplier Float A multiplier used to modify how much armour is destroyed by the incoming damage.

    See Also

    Health and Damage

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