PlayerHit
Defined in: server/api.d.ts:1319
A player or NPC blow, as playerHit shows it before the referee rules. damage is what the blow will take and modifiers scale how the server works it out; a handler may change either. Every other field describes what happened and is read-only in effect.
Properties
Section titled “Properties”armor:
DamagePasses
Defined in: server/api.d.ts:1348
The victim’s armour in each pass where the blow landed, before modifiers.
attack
Section titled “attack”attack:
DamagePasses
Defined in: server/api.d.ts:1343
The attacker’s attack in each pass, after the swing’s own strength and before modifiers.
blockBroken
Section titled “blockBroken”blockBroken:
boolean
Defined in: server/api.d.ts:1398
The victim’s block gave way under it.
blockDefense
Section titled “blockDefense”blockDefense:
number
Defined in: server/api.d.ts:1353
What the victim’s block put up, or 0 when nothing blocked it.
blocked
Section titled “blocked”blocked:
boolean
Defined in: server/api.d.ts:1388
The victim’s block caught it.
bodyPart
Section titled “bodyPart”bodyPart:
"head"|"torso"|"leftArm"|"rightArm"|"leftLeg"|"rightLeg"|null
Defined in: server/api.d.ts:1373
The limb it landed on, or null for none in particular.
bodyPartCoefficient
Section titled “bodyPartCoefficient”bodyPartCoefficient:
number
Defined in: server/api.d.ts:1358
How much the place it landed multiplies the damage by: 1.5 for the head, 1 for the torso, 0.7 for a limb.
damage
Section titled “damage”damage:
number
Defined in: server/api.d.ts:1323
Health the blow takes. For melee between players the server works it out itself, the way the game does, from the attacker’s weapon and its wear, both players’ strength and skills, the armour the victim wears where it landed, the block and the perks and buffs it can vouch for; for NPC melee or an arrow it is what the victim’s own game worked out. Set it and it stands as set: modifiers are then ignored. Never negative.
engineDamage
Section titled “engineDamage”engineDamage:
number
Defined in: server/api.d.ts:1328
Health the game itself took for the blow on the machine that saw it land. Matches damage unless a perk that depends on the moment – a heavy weapon’s, a first strike’s – was in play, which the server leaves out.
modifiers
Section titled “modifiers”modifiers:
PlayerHitModifiers
Defined in: server/api.d.ts:1363
Scales on the server’s price; see PlayerHitModifiers. Ignored for an arrow.
perfectBlock
Section titled “perfectBlock”perfectBlock:
boolean
Defined in: server/api.d.ts:1393
The victim’s perfect block caught it. The game takes nothing for one.
priced
Section titled “priced”priced:
boolean
Defined in: server/api.d.ts:1333
Whether the server worked damage out itself: true for a swing, false for an arrow.
reason
Section titled “reason”reason:
"unknown"|"combat"|"gunshot"|"starvation"|"collision"|"scripted"|"disintegrate"|"fall"|"poison"|"bleeding"|"selfHarm"
Defined in: server/api.d.ts:1378
The game’s own reason for the damage: combat for a blade or a bow.
source
Section titled “source”source:
"melee"|"missile"
Defined in: server/api.d.ts:1383
Whether it was a swing or an arrow.
stamina
Section titled “stamina”stamina:
number
Defined in: server/api.d.ts:1368
Stamina the blow cost the victim. Already spent: stamina decides their next block, which cannot wait for a ruling.
weapon
Section titled “weapon”weapon:
string|null
Defined in: server/api.d.ts:1338
The attacker’s weapon as 32 hex digits, or null for a bare hand.