Disable floor damage

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Started by kartacha 7 posts View original ↗
  1. Hi Team,

    I am using Yanfly's Floor Damage plugin. It is working great for me since I want different terrains to deal different amount of damage. However, I want to disable the terrain damage when a certain event is over the floor tile.

    For example I would like to have a puddle of acid/hot water or whatever which damages you when you walk on it. However, when a certain event is over it (for example a board you can step on) you should not take the damage. I am thinking of a certain event with some tag in the note field or something like that.

    Also, if it will be easier to make this addition to the Yanfly's Script Directly it would be even better than a standalone plugin so I do not mind whatever is better.

    Also, if I do not need an additional plugin could you hint how I would be able to do it?
  2. TBH, in case its not a feature of yanflys script, and there are only a few points which you can have these damage blocking "events" on, I'd just event the damage part of those tiles as well and just use yanflys script for all the other tiles.
  3. Won't having multiple events slow my game? There will be maps where I would need like... 60-100 of these events? Otherwise I think I know how to do that. In my game I would have stones that you need to push in the acid. The stone turns immovable and you can walk on it to not take damage.
    I will make it so that the stone transforms into a "bridge" tile with self switch A when it contacts with a certain region. After that I will have a script call to flick the self switch a of the damage event below and make it non-damaging. I will have to make all damage events' two sheets through...
    But this is so horribly non-elegant even if it works (and it better works). I do not know how to handle JS at all and I would not be able to make a plugin myself for sure. I cannot even imagine how long or hard to do it will be. Is there a chance that someone will pop up with a short solution in your opinion? I really do not want to paint my maps in tens and hundreds of events in order for the floor damage to work.
  4. I thought that as long as Through was not checked on your event that the damage wouldn't occur (for things like a bridge event tile over poison swamp). Is this incorrect?
  5. First, your damage blocker is alreay am event right? Turning the floor damage for that tile into event will simply actually be a new page in the blocker event, so youre not adding any new event. basically, if the blocker event page is "disabled" it will cause damage, if its enabled, you just walk
  6. What I currently have is the map set like this:
    Floor Damage tiles with a certain region over it.
    upload_2018-7-20_14-4-6.png

    Then I have these rock events you can push. There first page is as simple as push animation and check whether the tile below them is the right region. If that is so their self switch A is flicked and...
    upload_2018-7-20_14-5-9.png

    ...it leads to their second page which is below. This will happen with any picture I use for the event. What happens is that I am able to walk over these tiles but am still taking that damage.

    upload_2018-7-20_14-6-51.png

    EDIT: So yes, it is not true that damage floor does not damage you if there is an event which is not through over it. I tested it even without Yanfly's plugin. It is still not working as you thought.
  7. It is almost certain that I will have to make a separate event to damage the player for each tile that will be deactivated by the stone getting on top of it. I will set a nifty sound effect and stuff like that.
    How many events on the same screen do you think will start lagging the game for the general user? I do not plan to port my game on Mobile. PC only.