Welcome to PGMZ! My goal is to make it easy for everyone to find and share great plugins for creating amazing games. As a plugin developer myself, I'm excited to grow this community with all of you.
NUUN Damaged Floor EX - NUUN_DamagedFloorEX.js
Plugin desc : Famage floor EX
License : MIT License
Author : NUUN
Website : https://github.com/nuun888/MZ/blob/master/NUUN_DamagedFloorEX.js
Download Page : https://raw.githubusercontent.com/nuun888/MZ/master/NUUN_DamagedFloorEX.js
File name : NUUN_DamagedFloorEX.js
Help of plugin :
* @target MZ
* @plugindesc Famage floor EX
* @author NUUN
* @version 1.3.3
* @base NUUN_Base
* @orderAfter NUUN_Base
*
* @help
* Expands the handling of damage on the damage floor.
* By setting the region setting to 0, it will be applied to map tiles that do not specify a region.
* If both region and terrain tag are specified, it will be applied when either one matches.
* The priority of floor damage settings is determined from the settings above the list and the matching conditions are applied.
* Please set the conditions for which the region and terrain tags are set in the upper part.
* The flash setting will not flash by entering 0 for the number of frames.
*
* The floor damage value can use the evaluation formula.
* a:Actor game data
* By entering 'NoDamage', you will not receive floor damage. (States will still be applied.)
*
* Notes with features
* <DfrEx[tag]:[rate]> Enter the floor damage rate of the specified tag name as a specified integer.
* [tag]: Tag name set in "Floor damage tag name"
* [rate]:Efficacy rate
* <DfrExPoison:150> The effectiveness rate of floor damage with the tag name Poison will be increased by 1.5 times.
* <DfrExPoison:70> The effectiveness rate of floor damage with the tag name Poison will be increased by 0.7 times.
*
* Terms of Use
* This plugin is distributed under the MIT license.
*
* Log
* 9/21/2024 Ver.1.3.3
* Fixed an issue that caused errors when traversing maps that use tilesets that do not have the Damage Floor setting applied.
* 8/3/2024 Ver.1.3.2
* Fixed an issue that could cause an error when walking through unspecified damage floors.
* 6/28/2024 Ver.1.3.1
* Added a function that gives a chance to inflict a status effect when dealing floor damage.
* 6/27/2024 Ver.1.3.0
* Added the ability to specify a different type (MP, TP) for the Floor Damage target.
* 4/6/2024 Ver.1.2.2
* Fixed an issue where floor damage rate was not applied when set to 0.
* 1/6/2024 Ver.1.2.1
* Added a function that allows you to set the effect rate for specific floor damage.
* 1/4/2024 Ver.1.2.0
* Added the ability to play an animation when taking floor damage.
* Fixed an issue where SE during floor damage would regenerate even if you did not receive floor damage.
* Corrected phase settings.
* 11/14/2022 Ver.1.1.1
* Changed the display in languages other than Japanese to English.
* 4/2/2022 Ver.1.1.0
* Added the ability to receive damage only to a specific actor.
* Changed how to set flash.
* 10/31/2021 Ver.1.0.3
* Added a function that can set terrain tags and flash.
* 10/24/2021 Ver.1.0.2
* Changed the floor damage to be able to use the evaluation formula.
* 10/24/2021 Ver.1.0.1
* Added a function to specify the default floor damage and SE at the time of floor damage.
* 10/24/2021 Ver.1.0.0
* First edition.
*
* @param DamagedFloorList
* @text Damage floor setting
* @desc Damage floor setting
* @type struct<DamagedFloorData>[]
* @default []
*
* @param DefaultDamage
* @text Default damage
* @desc Damage at default floor damage (a: actor game data)
* @type combo
* @option '10;//default'
* @option 'a.mhp * 0.02;//2% of maximum HP'
* @default 10
*
* @param DefaultSE
* @text Default SE settings
* @default ------------------------------
*
* @param DefaultDamagedFloorSE
* @text Default floor damage SE
* @desc SE during floor damage.
* @type file
* @dir audio/se/
* @parent DefaultSE
*
* @param DefaultVolume
* @text Volume
* @desc Volume.
* @type number
* @default 90
* @parent DefaultSE
*
* @param DefaultPitch
* @text Pitch
* @desc Pitch.
* @type number
* @default 100
* @parent DefaultSE
*
* @param DefaultPan
* @text Pan
* @desc Pan.
* @type number
* @default 0
* @max 100
* @min -100
* @parent DefaultSE
*
* @param Flash
* @text Flash settings
* @default ------------------------------
*
* @param DefaultFlashColor
* @text Flash color
* @desc Flash color. Do not flash by setting the number of frames to 0.
* @type struct<FlashColorSetting>
* @default {"red":"255","green":"0","blue":"0","gray":"128","flame":"8"}
* @parent Flash
*