Difference between revisions of "Shield Definition"
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Latest revision as of 17:56, 24 May 2020
The Shield Definition is used to create a shield which can be used by a Player. The Shield Definition for the Player is set in the General Tab.
The Shield Definition list is displayed when you select Shield Definition on the Define Menu in the Level Editor.
Select a definition to edit it or select Create New to create a new one. You can also Copy or Delete an existing definition.
Selecting a new or existing definition will open the Shield Definition window:
Name | Name of the shield definition | |
Entity | Entity item that will displayed when the shield is active. If no entity is specified then the shield will be invisible. | |
Scale | Amount to grow or shrink the shield entity when it is displayed | |
Rotation | Rotation to apply to the shield entity when it is displayed | |
Strength | Strength of the shield. If the amount of damage inflicted is greater than the shield strength any remaining damage is inflicted on the player entity. | |
Always Active? | Whether the shield is always active or activated with a controller button | |
Min Active Duration | Minimum time the shield will remain active if activated by a button press. If the button is held down for longer than the Min Active Duration then the shield will be deactivated as soon as the button is released. | |
Time before Re-use | Time delay before the shield can be used again | |
Time to drain power | Time taken for the shield to lose all its power from full state | |
Time before restore power | Time delay before the shield starts to restore its power. | |
Time to restore to full power | Time taken for the shield to regain full power from empty | |
Can the shield be repaired? | Whether the shield can restore its strength. | |
Number of Segments | The shield can be repaired in stages. If there are two segments, for example, then the shield will repair itself to 50% strength and then wait before restoring the other 50%. | |
Time before repair | Set how much time must pass before the shield starts to repair itself. This timer is reset every time the shield receives damage. | |
Time to repair full segment | Time taken to restore a segment (or the full shield if there is only one segment) from 0% strength to 100% strength. | |
Time before repair next segment | Time delay between finishing repairing a segment and starting to repair the next segment if there are multiple segments | |
Reset when lost life? | Whether the shield will be restored to full strength after losing a life. | |
Reset on new level? | Whether the shield will be restored to full strength when starting a new level | |
Collision Action | Action the shield will take when it collides with an object - Do Nothing, Bounce, Turn 90 degrees, Turn 180 degrees, Turn 270 degrees, Stop | |
Shield Active Particle | Particle system to display when the shield is active | |
Shield Active Sound Cue | Sound Cue to play when the shield is active | |
Shield Damage Particle | Particle system to display when the shield receives damage | |
Shield Damage Sound Cue | Sound Cue to play when the shield receives damage | |
Shield Repair Particle | Particle system to display when the shield is being repaired | |
Shield Repair Sound Cue | Sound Cue to play when the shield is being repaired | |
Chip Damage Min & Max | Amount of damage that will be passed on to the player entity when the shield is hit. This allows some damage to occur to the player even when the shield is active. The amount of damage is a random amount between the Min and Max values but no more than the original damage value. |