YEP.144 – Floor Damage – RPG Maker MV
Introduction
For those who would like to make different tiles deal different amount of damage, this plugin will allow you to accomplish such a thing. This way, some tiles can deal more damage than others instead of dealing a static 10 damage each character. In addition to that, you are also able to change the color of the damage flash, too!
這個(gè)插件可以讓玩家制作不同的圖塊產(chǎn)生不同傷害的效果茬腿,這意味著,有些圖塊可以造成超過(guò)默認(rèn)設(shè)置的傷害命迈,除此之外皮钠,你還可以設(shè)置傷害顯示的顏色
Notetags
Insert the following notetags into the noteboxes for your tilesets:
請(qǐng)?jiān)谀愕膱D塊備注欄插入下面的命令
Tileset Notetag:
<Floor Damage x: y>
– ‘x’ is the terrain tag to mark the tileset with. By default, terrain tags are set to 0. They will go up as high as 7. ‘y’ will be the amount of damage dealt to each actor in the party. For example, <Floor Damage 2: 50> will cause all damage tiles marked with terrain tag 2 to deal 50 damage.
- Note: You will still need to mark the tile itself as a damage tile in the database editor.
x為地形標(biāo)志0-7稳捆,y為造成的傷害,例如<Floor Damage 2: 50>麦轰,將對(duì)2號(hào)標(biāo)簽的圖塊上的人物造成50點(diǎn)傷害乔夯,請(qǐng)注意你需要將圖塊設(shè)置為有害圖塊才可以生效
<Floor Flash x: r, g, b, o>
– ‘x’ is the terrain tag to mark the tileset with. Replace ‘r’, ‘g’, ‘b’, and ‘o’ with values between 0-255 to indicate the red, green, blue, and opacity values respectively. This will make the screen flash this color combination when the player takes damage from this tile.
- Note: You will still need to mark the tile itself as a damage tile in the database editor.
x為地形標(biāo)志0-7,r,g,b,o為顏色值款侵,分別為紅色末荐,綠色,藍(lán)色新锈,透明度甲脏。這個(gè)可以設(shè)置傷害顯示的顏色,請(qǐng)注意你需要將圖塊設(shè)置為有害圖塊才可以生效
Lunatic Mode – Custom Floor Damage
For those with JavaScript experience, you can make certain terrain tags deal custom amounts of damage to your actors.
如果你有JS經(jīng)驗(yàn)妹笆,你可以使用下面的自定義命令
Tileset Notetag:
<Custom Floor Damage x>
value = actor.level;
</Custom Floor Damage x>
– ‘x’ is the terrain tag to mark the tileset with. By default, terrain tags are set to 0. They will go up as high as 7. ‘y’ will be the amount of damage dealt to each actor in the party. ‘value’ is the final damage value that will be added upon the <Floor Damage x: y> value. ‘a(chǎn)ctor’ will refer to the actor being damaged currently.
x為地形標(biāo)志0-7块请,value為最終傷害