regenerator

If the loc is null, only a black (or grey depending on alpha) silhouette of the target will be rendered Just putting this information here in case you want something like that in the future. The filter is added to the reflection holder; the matrix is not, otherwise that'd go affecting the filter.
A mob with this component will regenerate its health over time, as long as it has not received damage in the last X seconds. Taking any damage will reset this cooldown.
Vars | |
health_per_second | Health to regenerate per second |
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ignore_damage_types | List of damage types we don't care about, in case you want to only remove this with fire damage or something |
outline_colour | Colour of regeneration animation, or none if you don't want one |
regeneration_delay | You will only regain health if you haven't been hurt for this many seconds |
regeneration_start_timer | When this timer completes we start restoring health, it is a timer rather than a cooldown so we can do something on its completion |
Procs | |
on_take_damage | When you take damage, reset the cooldown and start processing |
start_regenerating | Start processing health regeneration, and show animation if provided |
Var Details
health_per_second

Health to regenerate per second
ignore_damage_types

List of damage types we don't care about, in case you want to only remove this with fire damage or something
outline_colour

Colour of regeneration animation, or none if you don't want one
regeneration_delay

You will only regain health if you haven't been hurt for this many seconds
regeneration_start_timer

When this timer completes we start restoring health, it is a timer rather than a cooldown so we can do something on its completion
Proc Details
on_take_damage
When you take damage, reset the cooldown and start processing
start_regenerating
Start processing health regeneration, and show animation if provided