[COMBATABLES] Damage Script

A box you stretch over anything on your land to make it hurt the people who walk into it.

What it is

The damage script is a single prim you rez, stretch, and leave. Anything inside its volume takes damage on a timer you set. Lava that only looked dangerous now burns. A patch of swamp costs you health every half minute. A trap door drops somebody onto spikes that kill them outright.

It is copy, so one purchase covers the whole region — rez as many as you need.

Setting it up

Left-click it. As the owner you get:

  • Phantom on or off. Off, it is solid and hurts you when you touch it. On, you walk into it and take damage inside the volume.
  • Interval. How many seconds between each hit.
  • Elemental damage. How much, of which element.
  • Physical damage. How much straight health loss.

You can set both kinds at once. Spikes reading as physical damage plus bleeding is the obvious pairing.

The nine elements

Unholy, acid, arcane, bleeding, electric, holy, fire, ice and poison. Each one plays its own effect on the avatar taking it, so a player can see what is hurting them.

Physical damage has no effect attached. That is the point of it — traps and spikes should not glow. If you want the hit to read visually, add an element alongside it.

Bleeding and poison are the two we intend to wire into the meter’s own blood and sick stats, so that a wound has to be treated rather than waited out. Today they take health and play their effect; the permanent version is still to come.

Making it invisible

The box is fully modifiable. Stretch it to 65 x 65 metres if you need to, retexture it, or set it to 100% transparency so nobody knows the zone is there at all.

Rename it. The name is what a player sees in the damage message. Left as it is, they read SLC environmental damage script. Called lava, they read lava.

Setting the numbers

Work in out-of-character mode while you tune it. In the video, 15 damage every 2 seconds killed Temujin before he could climb out — and you cannot heal until the sequence finishes. The same zone at 10 damage every 5 seconds was survivable if you moved.

Two things worth knowing before you commit a number:

  • The damage follows you out. Depending on the interval, a player who has already left the volume can take another hit or two.
  • There is no upper limit. Instant death is a legitimate setting for a trap; it is a poor setting for terrain somebody has to cross.

The product page is here: Damage Script — SL Colonies