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Health with shield (new example) (#374)
Manage health points including a protective shield and armor. Health can be assigned to players, enemies, NPCs, or even inanimate objects such as breaking doors and mining rocks. Damage calculations are performed in this order: Incoming Damage -> Is Damage Cooldown active? -> Chance to Dodge -> Flat Damage Reduction -> Percent Damage Reduction -> Damage to Shield -> Damage to Health How to use: - Set desired values in behavior properties - To apply damage use “Apply damage to an object” - To heal health, use “Heal object” action - To activate the shield, use “Activate shield” action - Health and shield regeneration will happen automatically based on properties Tips: - While damage cooldown is active, no damage will be applied to health or shield (the object is invincible) - Try using the “Blink” extension while damage cooldown is active - Use the “Is just damaged” or "Is just healed" conditions to trigger sound and visual effects Health properties: - Starting health points - Maximum health points. Use "0" for no maximum - Damage cooldown (seconds) Use "0" for no cooldown - Rate of health regeneration (points per second) - Delay before health regeneration starts after being hit (seconds) - Allow heals to increase health above max health (regen will never exceed max health) Shield properties: - Max shield points. Use "0" for no maximum - Duration of shield (seconds) Use "0" to make shield permanent - Rate of shield regeneration (points per second) - Delay before shield regeneration starts after being hit (seconds) - Block excess damage when shield is broken (yes/no)
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Demonstrate the Health extension including a shield, regeneration, healing, and applying damage.
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