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 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).
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. |
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).