Table of Contents

Class EntityBehaviorHealth

Namespace
Vintagestory.GameContent
Assembly
VSEssentials.dll

Adds health calculations to entity so that it can receive damage, die, get revived and get healed.
Uses the "health" code Open in GitHub

[DocumentAsJson]
[AddDocumentationProperty("minGenerationToAllowHealing", "If this is an animal, specifies the minimum generation required to be healed by player. Ignored if -1", "System.Int32", "Optional", "-1", true)]
public class EntityBehaviorHealth : EntityBehavior
Inheritance
EntityBehaviorHealth

Examples

"behaviors": [
 {
     "code": "health",
     "currenthealth": 15.0,
     "maxhealth": 15.0
 },
],
...
"attributes": {
  "minGenerationToAllowHealing": 1
}

Fields

MaxHealth (Recommended) (Default: 20)

Max possible health points the entity can have. Can be affected by "maxhealthExtraPoints" character's trait

[DocumentAsJson("Recommended", "20", false)]
public float MaxHealth { get; set; }

Field Value

float

AutoRegenSaturationThreshold (Optional) (Default: 0.75)

Health regeneration speed will be slowed down when saturation is below this fraction of total saturation.

[DocumentAsJson("Optional", "0.75", false)]
protected virtual float AutoRegenSaturationThreshold { get; set; }

Field Value

float

CurrentHealth (Optional) (Default: MaxHealth)

The entity will have this much health points upon spawn if this is set in JSON. Otherwise, these are the health points of the entity

[DocumentAsJson("Optional", "MaxHealth", false)]
public float Health { get; set; }

Field Value

float

HurtAnimationCode (Optional) (Default: hurt)

This animation will be played if entity received more than 1hp damage. If set to 'null', animation wont be played.

[DocumentAsJson("Optional", "hurt", false)]
protected string? HurtAnimationCode

Field Value

string

ReceiveHailDamage (Optional) (Default: false)

Should entity receive hail damage. By default only players receive hail damage.

[DocumentAsJson("Optional", "false", false)]
protected virtual bool ReceiveHailDamage { get; set; }

Field Value

bool

SaturationPerHealthPoint (Optional) (Default: 150)

How many saturation points will be consumed per health point restored.

[DocumentAsJson("Optional", "150", false)]
protected virtual float SaturationPerHealthPoint { get; set; }

Field Value

float

timeBetweenDoTTicksSec (Optional) (Default: 0.5)

The amount of time between each damage-over-time tick.

[DocumentAsJson("Optional", "0.5", false)]
protected float timeBetweenDoTTicksSec

Field Value

float

Properties

minGenerationToAllowHealing (Optional) (Default: -1)

If this is an animal, specifies the minimum generation required to be healed by player. Ignored if -1

Property Value

Int32