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

FieldTypeUnit / rangeWhat it does
healthnumber0 … 1Most health (0: none; kits/health.js keeps its own).
regennumber/s, 0 … 100Health regained per second.
staminanumbers, 0 … 3600How long a full stamina bar lasts while sprinting (0: sprinting costs nothing).
stamina_refillnumbers, 0.01 … 3600From empty to full while not sprinting.
stamina_recovernumber0 … 1Once emptied, how full it must be again before sprinting works.
hudtrue / false—Shows Stamina on the player's HUD.
down_cliptext—Knockdown: the clip it plays going down ("": none).
up_cliptext—Knockdown: the clip it plays getting up.
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