# Character
A built in component that adds health, shield, armor and stamina to an object, with regeneration and a team system. This is the thing your Weapons shoot at.
Shield absorbs damage first, then armor applies its curve, and what's left comes off health. Stats recover after their regen wait if the character doesn't take damage.
# Statics
armorConstant = 100: shapes the armor mitigation curve. Mitigation isarmor / (armor + armorConstant).friendlyFire: "None" | "Friendly" | "All" = "None": the global friendly fire setting.team: the team constants,Team1throughTeam6.setFriendly(...teams)/setHostile(...teams): mark teams as friends or foes.areFriendly(teamA, teamB)/areHostile(teamA, teamB): query team relations.getFriendlies(team): the friends of a team.
# Props
| Prop | Type | Default | Description |
|---|---|---|---|
| team | select | Team1 | The team this character belongs to. |
| hp | number | 100 | Maximum health. |
| shield | number | 100 | Maximum shield. |
| armor | number | 10 | Armor value for the mitigation curve. |
| stamina | number | 100 | Maximum stamina. |
| hpRegen | number | 20 | Health recovered per second after the wait. |
| shieldRegen | number | 20 | Shield recovered per second after the wait. |
| staminaRegen | number | 20 | Stamina recovered per second after the wait. |
| hpRegenWait | number | 1.5 | Seconds without damage before health regen kicks in. |
| shieldRegenWait | number | 1.5 | Seconds without damage before shield regen kicks in. |
| staminaRegenWait | number | 1 | Seconds without stamina use before it recovers. |
| curHP | number | 100 | Current health. |
| curShield | number | 100 | Current shield. |
| curStamina | number | 100 | Current stamina. |
# Methods
applyDamage(damage, attackerTeam?): the damage sink. Applies shield, armor mitigation, then health, and respects friendly fire when an attacker team is given.heal(amount)/recoverShield(amount)/recoverStamina(amount): clamped recovery helpers.spendStamina(amount): drains stamina and resets its regen delay.isFriendly(target)/isHostile(target): instance helpers against another team or character.