The NGLE Manual
Damage Rooms
By Bedazzled
Ever wanted to watch Lara’s temperature
rise when she entered a lava room or watch it fall as she
swims in icy waters? These things and more are now possible
by using the script command.
Damage=
Syntax: Damage=Flags DMG_, SecondsForDeath,
SecondsForBarRestore, BarColor, BarName, BlinkPercentage
Scope: To use in [Level} section.
The damage command allows customisation of the damage
feature in damage rooms and of the game and the appearance
and behaviour of associated damage bars. Without the damage
command cold water rooms and damage rooms will work just as
they did in the old game engine.
This command uses several arguments; these are.
Flags DMG_ This is equal to one or more values which
determine the damage behaviour, a list of these flags can be
found in the reference panel of the NG Centre.
Several DMG_ values can be used together by separating them
with a plus ‘+’ sign, currently you can use the following
flags.
DMG_INDIRECT_BAR
This flag will cause the damage bar to decrease but until it
has reached zero no damage will actually occur to Lara;
however once the bar is empty Lara’s health rapidly falls
with inevitable results.
DMG_ONLY_PAD
This flag restricts the damage to only occurring when Lara
is touching the floor. For this reason it will be ignored in
cold water rooms. It could be used to simulate an
electrified floor, for example.
DMG_INCREASE_BAR
To be used only with the DMG_INDIRECT_BAR flag. By default
the damage bar starts full and decreases with time; using
this flag forces the damage bar to start empty and fill over
time. Used with a suitable text label this could be used to
show increasing temperature.
DMG_COLD_WATER
Use this flag to customise the cold water feature. If not
used the setting will affect all damage rooms.
DMG_POISON_LARA
Setting this flag will poison Lara when she enters a damage
room. The effect is the same as when Lara is poisoned by a
scorpion with the screen moving around.
DMG_BURNING_DEATH
To be used only for waterless damage rooms. With this flag
Lara will burn when the indirect bar, if present, is empty,
otherwise when the normal health bar is empty.
DMG_BURNING_SCREAM
Must be used only with the DMG_BURNING_DEATH flag. Setting
this flag will force Lara to scream when she burns. It will
only work if the DMG_INDIRECT_BAR flag is also set, because
without the indirect bar flag death is instantaneous and
therefore Lara doesn’t have time to scream.
DMG_SLOW_DISAPPEARING
Used only with the DMG_INDIRECT_BAR flag. By default the
indirect bar will disappear immediately when Lara leaves a
damage room; with this flag set when Lara leaves cold water
or a damage room the indirect bar will slowly fill and only
disappear when it's full.
DMG_ALERT_BEEP
Used only with the DMG_INDIRECT_BAR flag. If this flag is
set when the indirect bar has fallen to 15% or less of its
full value it will start to flash and a short beeping sound
will be heard. If this flag is omitted the bar will flash
but no sound will be heard.
SecondsForDeath
The value entered in this field determines the speed at
which the indirect bar empties and therefore how quickly
Lara is killed. Officially the value entered is the time in
seconds, however in tests I have found the actual time for
the bar to empty is equal to 2 * the value entered.
SecondsForBarRestore
This works like the above field but is the time taken for
the bar to refill after Lara leaves cold water or a damage
room.
BarColor
In this field type a RGB value to set the main colour of the
damage bar; the value should be entered in hexadecimal
format using a $ prefix. For Example $RRGGBB
Where: RR = Red GG = Green BB = Blue intensity.
Possible values are:
$F9241F Pink (Default colour for water rooms)
$F6F923 Yellow (Default colour for damage rooms)
$FB8953 Orange
$FF0000 Red
$00FF00 Green
$0000FF Blue
BarName
This field is used to have a title for the damage bar appear
in game below the bar, for example in a Lava room the bar
could be labelled as “Temperature” and could fill over time
as Lara becomes hotter.
The text you type into this field must also be present in
the English.txt file in either the standard strings section
or else in the [ExtraNG] strings section.
If you don’t want to name the bar enter IGNORE in this field
BlinkPercentageField
This field determines the percentage at which the damage bar
will start to flash; for example if you enter 30 the bar
will flash when it has reduced to 30% or less. If you enter
IGNORE in this field a default value of 20% will be used.
If you don’t set a Damage= command in the script the game
engine will use these default settings.
For generic damage rooms:
Damage=DMG_INDIRECT-BAR + DMG_SLOW_DISAPPEARING +
DMG_ALERT_BEEP, 16, 6, $F6F923, IGNORE
For cold water rooms:
Damage=DMG_INDIRECT-BAR + DMG_SLOW_DISAPPEARING +
DMG_ALERT_BEEP, 10, 5, $F924F1, IGNORE
This screenshot shows the bars in action in a cold water
room, the yellow bar on the left is the indirect damage bar,
if this was removed from the script the pink temperature bar
would also be removed.

These are the script parameters used for
the cold water room.
Damage=DMG_INDIRECT_BAR+DMG_COLD_WATER+DMG_SLOW_DISAPPEARING,5,6,$F924F1,Temperature,10
This screenshot shows the Temperature bars title entered
into the Ng Scripter.

When setting up a cold water room remember
to press both the DMG and Cold buttons in the editor as
shown here.
