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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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