Health points and damage
Manage health (life) points, shield and armor.
Authors and contributors to this experimental extension: 4ian, Muzan7, VictrisGames.
Manage health (life) points, shield and armor of instances of an object.
It handles:
- Damage cooldown
- Health and shield regeneration
- Over healing
It can be used on:
- Players
- Enemies
- NPCs
- Inanimate objects (for insance breakable doors or mining rocks)
The top-down RPG example uses this extension (open the project online).
Tip
Learn how to install new extensions by following a step-by-step guide.
Health
Manage health (life) points, shield and armor.
Behavior actions
Activate shield
Activate the shield by setting the shield points and renewing the shield duration (optional).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2 (🔢 Number): Shield points
- Parameter 3 (❓ Yes or No): Renew shield duration
Technical note: parameter 4 are internal parameters handled by GDevelop.
Allow over-healing
Allow heals to increase health above max health. Regeneration will not exceed max health.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2 (❓ Yes or No): Allow over-healing
Technical note: parameter 3 are internal parameters handled by GDevelop.
Heal object
Heal the object by increasing its health points.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2 (🔢 Number): Points to heal (will be added to object health)
Technical note: parameter 3 are internal parameters handled by GDevelop.
Apply damage to an object
Apply damage to the object. Shield and armor can reduce this damage if enabled.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2 (🔢 Number): Points of damage
- Parameter 3 (❓ Yes or No): Shield can reduce damage taken
- Parameter 4 (❓ Yes or No): Armor can reduce damage taken
Technical note: parameter 5 are internal parameters handled by GDevelop.
Renew shield duration
Renew shield duration to it's full value.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
Technical note: parameter 2 are internal parameters handled by GDevelop.
Dodge chance
Change the chance to dodge incoming damage (range: 0 to 1).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Operator
- Parameter 3 (🔢 Number): Value
Technical note: parameter 4 are internal parameters handled by GDevelop.
Damage cooldown
Change the duration of damage cooldown (seconds).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Operator
- Parameter 3 (🔢 Number): Value
Technical note: parameter 4 are internal parameters handled by GDevelop.
Armor flat damage reduction
Change the flat damage reduction from the armor. Incoming damage is reduced by this value.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Operator
- Parameter 3 (🔢 Number): Value
Technical note: parameter 4 are internal parameters handled by GDevelop.
Change health points
Change the health points of the object. Will not trigger damage cooldown.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2 (🔢 Number): New health value
Technical note: parameter 3 are internal parameters handled by GDevelop.
Health regeneration delay
Change the delay before health regeneration starts after last being hit (seconds).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Operator
- Parameter 3 (🔢 Number): Value
Technical note: parameter 4 are internal parameters handled by GDevelop.
Rate of health regeneration
Change the rate of health regeneration (points per second).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Operator
- Parameter 3 (🔢 Number): Value
Technical note: parameter 4 are internal parameters handled by GDevelop.
Maximum health points
Change the maximum health points of the object.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Operator
- Parameter 3 (🔢 Number): Value
Technical note: parameter 4 are internal parameters handled by GDevelop.
Maximum shield points
Change the maximum shield points of the object.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Operator
- Parameter 3 (🔢 Number): Value
Technical note: parameter 4 are internal parameters handled by GDevelop.
Armor percent damage reduction
Change the percent damage reduction from armor (range: 0 to 1).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Operator
- Parameter 3 (🔢 Number): Value
Technical note: parameter 4 are internal parameters handled by GDevelop.
Block excess damage when shield breaks
Enable (or disable) blocking excess damage when shield breaks.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2 (❓ Yes or No): Block excess damage
Technical note: parameter 3 are internal parameters handled by GDevelop.
Duration of shield
Change the duration of the shield (seconds). A value of "0" means the shield is permanent.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Operator
- Parameter 3 (🔢 Number): Value
Technical note: parameter 4 are internal parameters handled by GDevelop.
Shield points
Change the current shield points of the object.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Operator
- Parameter 3 (🔢 Number): Value
Technical note: parameter 4 are internal parameters handled by GDevelop.
Shield regeneration delay
Change the delay before shield regeneration starts after being hit (seconds).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Operator
- Parameter 3 (🔢 Number): Value
Technical note: parameter 4 are internal parameters handled by GDevelop.
Rate of shield regeneration
Change the rate of shield regeneration (points per second).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Operator
- Parameter 3 (🔢 Number): Value
Technical note: parameter 4 are internal parameters handled by GDevelop.
Trigger damage cooldown
Trigger damage cooldown.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
Technical note: parameter 2 are internal parameters handled by GDevelop.
Behavior conditions
Dodge chance
Compare the chance to dodge incoming damage (range: 0 to 1).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Damage cooldown
Compare the duration of damage cooldown (seconds).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Time remaining in damage cooldown
Compare the time before damage cooldown ends (seconds).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Armor flat damage reduction
Compare the flat damage reduction from the armor. Incoming damage is reduced by this value.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Health points
Compare current health points of the object.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Health regeneration delay
Compare the delay before health regeneration starts after last being hit (seconds).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Rate of health regeneration
Compare the rate of health regeneration (points per second).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Is damage cooldown active
Check if damage cooldown is active. Object and shield cannot be damaged while this is active.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
Technical note: parameter 2 are internal parameters handled by GDevelop.
Is dead
Check if the object is considered dead (no health points).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
Technical note: parameter 2 are internal parameters handled by GDevelop.
Is health just damaged
Check if health was just damaged previously in the events.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
Technical note: parameter 2 are internal parameters handled by GDevelop.
Damage was just dodged
Check if incoming damage was just dodged.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
Technical note: parameter 2 are internal parameters handled by GDevelop.
Is just healed
Check if the object was just healed previously in the events.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
Technical note: parameter 2 are internal parameters handled by GDevelop.
Is shield active
Check if the shield is active (based on shield points and duration).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
Technical note: parameter 2 are internal parameters handled by GDevelop.
Is shield just damaged
Check if the shield was just damaged previously in the events.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
Technical note: parameter 2 are internal parameters handled by GDevelop.
Maximum health points
Compare the maximum health points of the object.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Maximum shield points
Compare the maximum shield points of the object.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Armor percent damage reduction
Compare the percent damage reduction from armor (range: 0 to 1).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Health damage taken from most recent hit
Compare the health damage taken from most recent hit.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Shield damage taken from most recent hit
Compare the shield damage taken from most recent hit.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Health points gained from previous heal
Compare the health points gained from previous heal.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Duration of shield
Compare the duration of the shield (seconds). A value of "0" means the shield is permanent.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Shield points
Compare the current shield points of the object.
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Shield regeneration delay
Compare the delay before shield regeneration starts after being hit (seconds).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Rate of shield regeneration
Compare the rate of shield regeneration (points per second).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Time before shield duration ends
Compare the time before the shield duration ends (seconds).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Time since last hit
Compare the time since last taken hit (seconds).
See parameters
- Parameter 0: 👾 Object
- Parameter 1: 🧩 Behavior
- Parameter 2: 🟰 Relational operator
- Parameter 3 (🔢 Number): Value to compare
Technical note: parameter 4 are internal parameters handled by GDevelop.
Behavior expressions
Expression | Description | |
---|---|---|
Object.Health::ChanceToDodge() |
Return the chance to dodge incoming damage (range: 0 to 1). | |
Object.Health::DamageCooldownDuration() |
Return the duration of damage cooldown (seconds). | |
Object.Health::DamageCooldownRemaining() |
Return the time before damage cooldown ends (seconds). | |
Object.Health::FlatDamageReduction() |
Return the flat damage reduction from the armor. Incoming damage is reduced by this value. | |
Object.Health::Health() |
Return current health points of the object. | |
Object.Health::HealthRegenDelay() |
Return the delay before health regeneration starts after last being hit (seconds). | |
Object.Health::HealthRegenRate() |
Return the rate of health regeneration (points per second). | |
Object.Health::MaxHealth() |
Return the maximum health points of the object. | |
Object.Health::MaxShield() |
Return the maximum shield points of the object. | |
Object.Health::PercentDamageReduction() |
Return the percent damage reduction from armor (range: 0 to 1). | |
Object.Health::PreviousDamageTaken() |
Return the health damage taken from most recent hit. | |
Object.Health::PreviousDamageToShield() |
Return the shield damage taken from most recent hit. | |
Object.Health::PreviousHealAmount() |
Return the health points gained from previous heal. | |
Object.Health::ShieldDuration() |
Return the duration of the shield (seconds). A value of "0" means the shield is permanent. | |
Object.Health::ShieldPoints() |
Return the current shield points of the object. | |
Object.Health::ShieldRegenDelay() |
Return the delay before shield regeneration starts after being hit (seconds). | |
Object.Health::ShieldRegenRate() |
Return the rate of shield regeneration (points per second). | |
Object.Health::ShieldTimeRemaining() |
Return the time before the shield duration ends (seconds). | |
Object.Health::TimeSinceLastHit() |
Return the time since last taken hit (seconds). |
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