Template:VisuMZ Map Damage Effect Notetags

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The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

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Custom Tile Effect-Related Notetags

VisuMZ MapDamageEffect Preview.gif

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<Floor State Region x: id>
<Floor State Region x: id, id, id>
<Floor State Region x: name>
<Floor State Region x: name, name, name>

- Used for: Map Notetags
- When stepping onto a tile marked by region 'x', afflict all party members
  with the associated state(s).
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'x' with a number (0 to 255) representing the Region ID used to
  mark the floor damage tiles with this Map Damage Effect.
- Replace 'id' with a number representing the ID of the state to afflict
  upon all party members.
- Replace 'name' with the name of the state(s) to afflict all party members.

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JavaScript Notetags: Custom Floor Damage

VisuMZ MapDamageEffect Regions.png

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<Floor Damage Formula Region x>
 code
 code
 damage = code
</Floor Damage Formula Region x>

- Used for: Map Notetags
- Determines the amount of damage to deal to each actor when this Map Damage
  Effect triggers. Also changes any tile marked by region 'x' into a damage
  tile regardless of its setting in the database's tileset.
- Replace 'x' with a number (0 to 255) representing the Region ID used to
  mark the floor damage tiles with this Map Damage Effect.
- The 'damage' variable is returned to determine how much damage the actor
  will receive as floor damage (before being affected by the actor's FDR).
- Replace 'code' with JavaScript code used to calculate the 'damage'.
- The 'a' variable represents the actor receiving the damage.
- The 'user' variable represents the actor receiving the damage.

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Floor Damage Effect-Related Notetags

VisuMZ MapDamageEffect Preview.gif

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<Map Damage Effect Region x Color: #rrggbb>
<Damage Region x Color: #rrggbb>

- Used for: Map Notetags
- When taking damage from tiles marked by 'x' region, play a custom color.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'x' with a number (0 to 255) representing the Region ID used to
  mark the floor damage tiles with this Map Damage Effect.
- Replace 'rr' with a hexadecimal value for red.
- Replace 'gg' with a hexadecimal value for green.
- Replace 'bb' with a hexadecimal value for blue.
- Leave the '#' in place.
- If you are unsure of what hexadecimal value your color is, please use an
  online site like: https://htmlcolorcodes.com/
- When using this notetag, custom images won't be used.

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<Map Damage Effect Region x Gradient Length: y>
<Damage Region x Gradient Length: y>

- Used for: Map Notetags
- Changes the gradient length of the pre-render effect.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'x' with a number (0 to 255) representing the Region ID used to
  mark the floor damage tiles with this Map Damage Effect.
- Replace 'y' with a number representing in pixels how long the gradient
  length is.

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<Map Damage Effect Region x Image: filename>
<Damage Region x Image: filename>

- Used for: Map Notetags
- Uses a custom image found in the img/pictures/ folder of your game project
  to use when taking floor damage on these region-marked tiles.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'x' with a number (0 to 255) representing the Region ID used to
  mark the floor damage tiles with this Map Damage Effect.
- Replace 'filename' with a picture found within your game project's
  img/pictures/ folder. Filenames are case sensitive. Leave out the filename
  extension from the notetag.
- If this notetag is used, ignore the hex color and gradient notetags.

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<Map Damage Effect Region x Opacity: y>
<Damage Region x Opacity: y>

- Used for: Map Notetags
- Adjusts the starting opacity to 'y' for this region-marked-tile's
  Map Damage Effect.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'x' with a number (0 to 255) representing the Region ID used to
  mark the floor damage tiles with this Map Damage Effect.
- Replace 'y' with a number (0 to 255) representing the starting opacity
  used by the region-marked-tile's Map Damage Effect.

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<Map Damage Effect Region x Opacity: y%>
<Damage Region x Opacity: y%>

- Used for: Map Notetags
- Adjusts the starting opacity to 'y%' for this region-marked-tile's
  Map Damage Effect.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'x' with a number (0 to 255) representing the Region ID used to
  mark the floor damage tiles with this Map Damage Effect.
- Replace 'y' with a percent (0% to 100%) representing the starting opacity
  used by the region-marked-tile's Map Damage Effect.

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<Map Damage Effect Region x Duration: y>
<Damage Region x Duration: y>

- Used for: Map Notetags
- Alters the duration for this region-marked-tile's Map Damage Effect.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'x' with a number (0 to 255) representing the Region ID used to
  mark the floor damage tiles with this Map Damage Effect.
- Replace 'y' with a number representing the duration of the Map Damage
  Effect in frames where 60 frames is equal to 1 second.

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<Map Damage Effect Region x Blend Mode: Normal>
<Map Damage Effect Region x Blend Mode: Additive>
<Map Damage Effect Region x Blend Mode: Multiply>
<Map Damage Effect Region x Blend Mode: Screen>
<Damage Region x Blend Mode: Normal>
<Damage Region x Blend Mode: Additive>
<Damage Region x Blend Mode: Multiply>
<Damage Region x Blend Mode: Screen>

- Used for: Map Notetags
- Changes the blend mode used for the region-marked-tile's Map Damage Effect
  sprite to mesh with the map screen differently.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'x' with a number (0 to 255) representing the Region ID used to
  mark the floor damage tiles with this Map Damage Effect.

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<Map Damage Effect Region x Once Parallel: y>
<Damage Region x Once Parallel: y>

- Used for: Map Notetags
- Requires VisuMZ_0_CoreEngine!
- Causes a region-marked-tile's Map Damage Effect to also launch a Once
  Parallel from the VisuMZ Core Engine.
  - A Once Parallel is a Common Event that occurs as a one-time parallel
    process event that does not loop.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'x' with a number (0 to 255) representing the Region ID used to
  mark the floor damage tiles with this Map Damage Effect.
- Replace 'y' with a number representing the ID of the Common Event to run
  as a Once Parallel.

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State Damage-Related Notetags

VisuMZ MapDamageEffect Preview.gif

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<Map Damage Effect Color: #rrggbb>
<Damage Color: #rrggbb>

- Used for: State Notetags
- When taking damage from states on the map, play a custom color.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'rr' with a hexadecimal value for red.
- Replace 'gg' with a hexadecimal value for green.
- Replace 'bb' with a hexadecimal value for blue.
- Leave the '#' in place.
- If you are unsure of what hexadecimal value your color is, please use an
  online site like: https://htmlcolorcodes.com/
- When using this notetag, custom images won't be used.
- If an actor has multiple damage states, the damage state with a Map Damage
  Effect and the highest priority will take effect.

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<Map Damage Effect Gradient Length: y>
<Damage Gradient Length: y>

- Used for: State Notetags
- Changes the gradient length of the pre-render effect.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'y' with a number representing in pixels how long the gradient
  length is.
- If an actor has multiple damage states, the damage state with a Map Damage
  Effect and the highest priority will take effect.

---

<Map Damage Effect Image: filename>
<Damage Image: filename>

- Used for: State Notetags
- Uses a custom image found in the img/pictures/ folder of your game project
  to use when taking damage from states on the map.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'filename' with a picture found within your game project's
  img/pictures/ folder. Filenames are case sensitive. Leave out the filename
  extension from the notetag.
- If an actor has multiple damage states, the damage state with a Map Damage
  Effect and the highest priority will take effect.
- If this notetag is used, ignore the hex color and gradient notetags.

---

<Map Damage Effect Opacity: y>
<Damage Opacity: y>

- Used for: State Notetags
- Adjusts the starting opacity to 'y' for this damage state's
  Map Damage Effect.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'y' with a number (0 to 255) representing the starting opacity
  used by the region-marked-tile's Map Damage Effect.
- If an actor has multiple damage states, the damage state with a Map Damage
  Effect and the highest priority will take effect.

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<Map Damage Effect Opacity: y%>
<Damage Opacity: y%>

- Used for: State Notetags
- Adjusts the starting opacity to 'y%' for this damage state's
  Map Damage Effect.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'y' with a percent (0% to 100%) representing the starting opacity
  used by the region-marked-tile's Map Damage Effect.
- If an actor has multiple damage states, the damage state with a Map Damage
  Effect and the highest priority will take effect.

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<Map Damage Effect Duration: y>
<Damage Duration: y>

- Used for: State Notetags
- Alters the duration for this damage state's Map Damage Effect.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'y' with a number representing the duration of the Map Damage
  Effect in frames where 60 frames is equal to 1 second.
- If an actor has multiple damage states, the damage state with a Map Damage
  Effect and the highest priority will take effect.

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<Map Damage Effect Blend Mode: Normal>
<Map Damage Effect Blend Mode: Additive>
<Map Damage Effect Blend Mode: Multiply>
<Map Damage Effect Blend Mode: Screen>
<Damage Blend Mode: Normal>
<Damage Blend Mode: Additive>
<Damage Blend Mode: Multiply>
<Damage Blend Mode: Screen>

- Used for: State Notetags
- Changes the blend mode used for the damage state's Map Damage Effect
  sprite to mesh with the map screen differently.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- If an actor has multiple damage states, the damage state with a Map Damage
  Effect and the highest priority will take effect.

---

<Map Damage Effect Once Parallel: y>
<Damage Once Parallel: y>

- Used for: State Notetags
- Requires VisuMZ_0_CoreEngine!
- Causes the damage state's Map Damage Effect to also launch a Once
  Parallel from the VisuMZ Core Engine.
  - A Once Parallel is a Common Event that occurs as a one-time parallel
    process event that does not loop.
- The notetag variants do the same thing. Which you choose to use is
  entirely up to personal preference.
- Replace 'y' with a number representing the ID of the Common Event to run
  as a Once Parallel.
- If an actor has multiple damage states, the damage state with a Map Damage
  Effect and the highest priority will take effect.

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