~health
Fires based on health percentage.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
| below | number | 100 | Trigger when health below this % |
| above | number | 0 | Trigger when health above this % |
| once | boolean | false | Only 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}