stats
Health, stamina and timed effects (the abilities kit's numbers). On the player the character obeys them: an empty stamina bar means no sprinting (walking speed) until it refills to stamina_recover; stunned or knocked down there is no control; slowed it walks slower. Scripts: self.stats, self.effect("stun" | "knockdown" | "slow" | "haste" | "unseen", seconds, amount), self.hurt(n), self.heal(n), self.cooldown(name, seconds). kits/health.js keeps its health here when there is one.
In scene text
stats { health 1 regen 1 stamina 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 8
| Field | Type | Unit / range | What it does |
|---|---|---|---|
health | number | 0 … 1 | Most health (0: none; kits/health.js keeps its own). |
regen | number | /s, 0 … 100 | Health regained per second. |
stamina | number | s, 0 … 3600 | How long a full stamina bar lasts while sprinting (0: sprinting costs nothing). |
stamina_refill | number | s, 0.01 … 3600 | From empty to full while not sprinting. |
stamina_recover | number | 0 … 1 | Once emptied, how full it must be again before sprinting works. |
hud | true / false | — | Shows Stamina on the player's HUD. |
down_clip | text | — | Knockdown: the clip it plays going down ("": none). |
up_clip | text | — | Knockdown: the clip it plays getting up. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us