====== Damage (XG class) ====== Class = damage Damages or heals the activator. For example, when triggering a switch the player could receive a "shock". Damage class lines can only affect the activator of the line. It is possible however, to use an XG sector's floor chain to "call" an [[xg:line]] of damage class in order to deal damage to all THINGS in a sector (e.g., the damage a player receives when walking in lava). ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0| Min Delta| Integer| Minimum amount of damage to deal. Use negative values to heal the activator. The real amount of damage is a random number between the minimum and maximum. | | Ip1| Max Delta| Integer| Maximum amount of damage to deal. Use negative values to heal the activator. | | Ip2| Min Limit| Integer| Minimum required activator health. If it's below this, nothing will be done. Can be used to make the function non-lethal, for example. | | Ip3| Max Limit| Integer| Maximum activator health. When healing, the activator's health won't rise above this. | ===== Example ===== Line Type { ID = 5006 Comment = "Give health when player uses" Flags = player_use Flags2 = when_act | any Class = damage Count = -1 Time = 1 Min Delta = -5 Max Delta = -15 Max Limit = 150 } The line is triggered when the player uses the line (Flags = player_use). The line is active in any skill mode and any game type (Flags2 = any) and the line carries out it's action when active (Flags2 = when_act). The line can be triggered an infinite number of times (Count = -1). When activated, the line gives the activator (must be player) a random amount of health between -5 (Ip0 = -5) and -15 (Ip1 = -15). The line will only give the activator health if it's current health is lower than 150% (Ip3 = 150).