divAssign

operator fun EntityDamageEvent.DamageCause.divAssign(value: Double)

Divides this amount of damage to the player when the player's damage cause is this.

Receiver

The damage cause that is affected.

Parameters

value

The amount of damage to divide.


operator fun Collection<EntityDamageEvent.DamageCause>.divAssign(value: Double)

Adds all elements to EntityDamageEvent.DamageCause.divAssign

Receiver

The triggers that activate the damage.

Parameters

value

The amount of damage to divide.