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UPrimalDamageType

Purpose: Used for data processing after players inflict damage on monsters, players, or harvest entities

Variable

Explain

HarvestAdditionData

FHarvestAddition Harvest bonus type array

For example, the axe needs to be added with a wood bonus, as detailed in the harvesting system

bCanHarvest

Can Harvest

GetHarvestAddition(EHarvestAdditionType HarvestAdditionType, float& ProbabilityMultiplication, float& AddtionMultiplication)

Obtain harvest bonus information

GetCanHarvest

Obtaining whether it can be harvested

  • UPrimalDamageType_Body:Basic damage type, no bonus, used by players to pick up small items such as pebbles and bushes on the ground or damage types such as boxing

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