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~health

Fires based on health percentage.

Parameters

ParameterTypeDefaultDescription
belownumber100Trigger when health below this %
abovenumber0Trigger when health above this %
oncebooleanfalseOnly trigger once

Examples

Skills:
# Enrage at half health (once)
- animation{name=enrage} ~health{below=50, once=true}

# Critical state under 25%
- animation{name=desperate, mode=loop} ~health{below=25}

# Between 25% and 50%
- animation{name=wounded, mode=loop} ~health{below=50, above=25}

Common Patterns

Simple Enrage

Skills:
- animation{name=enrage} ~health{below=50, once=true}

Multi-Phase Boss

Skills:
# Phase 2 at 66%
- animation{name=phase2_transform} ~health{below=66, once=true}
- showbone{bone=phase2_armor} ~health{below=66, once=true}

# Phase 3 at 33%
- animation{name=phase3_transform} ~health{below=33, once=true}
- showbone{bone=phase3_wings} ~health{below=33, once=true}
- damage{amount=10} @PlayersInRadius{r=10} ~health{below=33, once=true}

Health-Based Abilities

Skills:
# Fire aura when low
- damage{amount=1, type=fire} @PlayersInRadius{r=4} ~health{below=25}

# Desperate attack at critical health
- damage{amount=15, type=explosion} @PlayersInRadius{r=8} ~health{below=10, once=true}

Wounded State

Skills:
- animation{name=idle, mode=loop} ~idle ~health{above=50}
- animation{name=wounded_idle, mode=loop} ~idle ~health{below=50}
- animation{name=walk, mode=loop} ~moving ~health{above=50}
- animation{name=limp, mode=loop} ~moving ~health{below=50}