| 1 | An object with this trait has a certain number of hitpoints that sustains him. |
| 2 | |
| 3 | '''Example:''' |
| 4 | |
| 5 | {{{ |
| 6 | <Traits> |
| 7 | <Health> |
| 8 | <Max>100</Max> |
| 9 | |
| 10 | <Bar_Height>-1.0</Bar_Height> |
| 11 | |
| 12 | <Regen_Rate>5.0</Regen_Rate> |
| 13 | <Decay_Rate>1.0</Decay_Rate> |
| 14 | |
| 15 | <Vacant>100</Vacant> |
| 16 | </Health> |
| 17 | </Traits> |
| 18 | }}} |
| 19 | ---- |
| 20 | |
| 21 | = Max = |
| 22 | ''BRIEF DESCRIPTION ::'' The maximum base number of hitpoints the object can have. |
| 23 | |
| 24 | Hitpoints are the 'life points' of an entity. When an entity's hit points reach zero, the instance of that entity is destroyed. |
| 25 | |
| 26 | Note: A value of zero means that the entity is invulnerable (cannot lose hitpoints, cannot be destroyed). |
| 27 | |
| 28 | The attribute '''Traits.Health.Curr''' is created when the entity is initialised, and stores the entity's current hitpoints (default is the same as '''Traits.Health.Max'''). |
| 29 | |
| 30 | = Bar_Height = |
| 31 | ''BRIEF DESCRIPTION ::'' Indicates the offset from the entity's '''Traits.Footprint.Height''' at which the entity's hitpoint bar appears above his head (used for finer tweaking of the bar's position). |
| 32 | |
| 33 | An entity without this property has no hitpoint bar. |
| 34 | |
| 35 | = Regen_Rate = |
| 36 | ''BRIEF DESCRIPTION ::'' The object regenerates hitpoints at this rate until it reaches its '''Traits.Health.Max''' hitpoints. |
| 37 | |
| 38 | '''Not yet implemented.''' |
| 39 | |
| 40 | If an entity has this attribute, it will regenerate hitpoints untill it reaches the '''Traits.Health.Max''' value. |
| 41 | |
| 42 | ''Most all of the humanoid and cavalry units in the game will regenerate their hitpoints over a specified period of time. This attribute controls that rate. Healing can be accelerated by Healer units and Temples.'' |
| 43 | |
| 44 | = Decay_Rate = |
| 45 | ''BRIEF DESCRIPTION ::'' The entity loses hitpoints over time (as might happen with, say, an unattended Field or a summoned unit in an RPG). |
| 46 | |
| 47 | '''Not yet implemented.''' |
| 48 | |
| 49 | = Vacant = |
| 50 | ''BRIEF DESCRIPTION ::'' The entity must have someone garrisoned in it in order to retain its hitpoints. (Fields, for example.) |
| 51 | |
| 52 | '''Not yet implemented.''' |
| 53 | |
| 54 | This value determines the number of unattended seconds that can elapse before its hitpoints begins to decay (see '''Traits.Health.Decay'''). |