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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
 *

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