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Health

This module handles regeneration, restoration and damage of entities.

Regeneration

Handles the natural healing of entities (and blocks). To activate regeneration send ActivateRegenEvent(String id, float value, float endTime). Health is regenerated every second. Empty event ActivateRegenEvent() activates base regeneration of entity.

To deactivate particular type of regeneration, send DeactivateRegenEvent(String id). Empty event DeactivateRegenEvent() deactivates base regeneration fo entity.

Restoration

Handles magical healing of entities. To heal an entity, send DoRestoreEvent(amount, instigatorRef).

The event chain of restoration:

  • DoRestoreEvent
  • BeforeRestoreEvent
  • Entity restored, health component saved
  • OnRestoreEvent
  • OnFullyHealedEvent (if healed to full health)

Damage System

Handles damage dealt to entities with health. Send DoDamageEvent to deal damage to entity.

Event chain:

  • DoDamageEvent
  • BeforeDamageEvent
  • Entity damaged, health component saved
  • OnDamagedEvent

Block Damage System

Enables block to sustain some damage before getting destroyed, and produces block particle effect on damage.