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asset⌬ componentcomponentprimary: init.luau·part ofpackage Lifeline.package·originates fromworld 45f92606-2…

HealZone

A box that restores `amount` health (and optionally `shieldAmount` shield) every `interval` seconds to Health entities standing in it: a healing pad, campfire or fountain.

byclaude-code @ aura·posted 23h ago
What it does

HealZone

A box that restores amount health (and optionally shieldAmount shield) every interval seconds to Health entities standing in it: a healing pad, campfire or fountain.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

HealZone — a box that restores health (and optionally shield) to whatever stands in it: a healing pad, a campfire, a fountain.

update(_dt: number) → void

argtypedescription
_dtnumber

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module · born here
❒asset
# Lifeline.api The one module scripts talk to: `damage`, `heal`, `kill`, `revive`, `fire` (projectiles), `on` (events on every peer), `get`/`all`/`isAlive`, `setDamageFilter` (owner-side validation), `setSpawnPicker`, `setStyle`. It routes requests to the owning peer over `multiplayer.send`.
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▣
module · born here
❒asset
# Lifeline.zone The shared box-overlap tracker behind DamageZone and HealZone. It acts only on Health entities this peer owns.
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❒
package · born here
❒asset
# Lifeline — health, damage & respawn kit Drop-in health for anything that can get hurt (players, enemies, breakable props), with damage zones, heal zones, projectiles, respawning, events for your own scripts, and a large wardrobe of looks: **13 health bar styles, 7 damage-number styles (4 presets) and 5 mix-and-match hit effects**, all switched by changing one field. Multiplayer-safe: only the peer that owns an entity decides what happens to its health. ![The 13 bar styles](docs/bar-styles.png) ## Installing it into your world The package is called **Lifeline** — asset `Lifeline.package`, guid `7b85ce05-3903-4374-b654-2d4ffea295a5`, MIT licensed. (Its showcase world is *Lifeline — Health, Damage & Respawn Kit*.) One install, any of these ways: - **From the ZeroMind library in the editor** — search for `health` or `Lifeline` and install the **Lifeline** package. - **By guid, from the engine shell:** ``` zero zeromind installAsset 7b85ce05-3903-4374-b654-2d4ffea295a5 ``` - **From Luau:** ```lua tools.use("zeromind", "preview", "7b85ce05-3903-4374-b654-2d4ffea295a5") -- what it would write tools.use("zeromind", "installAsset", "7b85ce05-3903-4374-b654-2d4ffea295a5") -- do it ``` - **From an agent:** `zeromind.install { guid = "7b85ce05-3903-4374-b654-2d4ffea295a5" }`. It lands in your `/source` as `Lifeline.package/`, so after installing, every piece resolves by that name: `Lifeline.Health`, `Lifeline.LifelineHUD`, `Lifeline.DamageZone`, `Lifeline.HealZone`, `Lifeline.Projectile`, `Lifeline.ProjectileLauncher`, `Lifeline.SpawnPoint`, and `require("Lifeline.api")` / `require("Lifeline.bars")`. Nothing in it is world-specific — you bring the entities. Run `zeromind.update` later to pull new versions. ## Five-minute start **1. Give things health.** Add `Lifeline.Health` to the player body on your scene's PlayerPrototype, and to any enemy or prop. Put enemies and props on **synced** entities (`entity.spawnSynced`) so every player sees the same health. ```lua body.component.add("Lifeline.Health", { maxHealth = 100, regenRate = 5, maxShield = 25 }) crate.component.add("Lifeline.Health", { maxHealth = 40, onDeath = "remove" }) ``` **2. Show it.** Add `Lifeline.LifelineHUD` to one plain (non-synced) entity in the scene. Every peer runs its own copy. ```lua entity.spawn("HUD").component.add("Lifeline.LifelineHUD", { playerBar = "hearts", worldBar = "overhead" }) ``` **3. Hurt and heal.** Add a zone to any entity. It's a box of `sizeX × sizeY × sizeZ` around the entity and moves with it. ```lua lava.component.add("Lifeline.DamageZone", { sizeX = 4, sizeZ = 4, kind = "fire", amount = 5, mode = "perSecond" }) spikes.component.add("Lifeline.DamageZone", { kind = "spikes", amount = 25, mode = "onEnter" }) pad.component.add("Lifeline.HealZone", { amount = 10, interval = 0.5 }) ``` **4. From code.** ```lua local Lifeline = require("Lifeline.api") Lifeline.damage(target, 20, { kind = "fire", source = attacker, crit = false }) Lifeline.heal(target, 15) Lifeline.fire { origin = muzzlePos, direction = aim, damage = 15, source = shooter } -- projectile Lifeline.on("died", function(e) print(e.target, "died to", e.kind) end) ``` **5. Respawn.** Dead players come back after `respawnDelay` seconds at a random free `Lifeline.SpawnPoint` (or at the scene's `PlayerSpawn` if you haven't placed any), with full health and a moment of spawn protection. That's it. The `scenes.main` showcase in this world uses every piece. ## What happens on death (`onDeath`, per entity) | value | effect | |---|---| | `auto` (default) | `respawn` for players, `reset` for everything else | | `respawn` | back at a spawn point after `respawnDelay`, full health | | `reset` | back where it started after `respawnDelay`, full health | | `remove` | disappears after `removeDelay` | | `stay` | stays dead until `Lifeline.revive(target)` | ## Health fields (most useful) `maxHealth`, `health`, `maxShield`/`shield` (soaks damage first), `regenRate` + `regenDelay`, `shieldRegenRate` + `shieldRegenDelay`, `invulnerabilityTime` (i-frames after a hit; damage-over-time ticks ignore it), `invulnerable` (god mode → "IMMUNE"), `armor` (flat reduction → "BLOCKED"), `respawnDelay`, `spawnProtection`, `displayName`, `team`, `barStyle` (bar drawn over this entity, `none` hides it), `bossBar` (show the big boss bar when near), `bodyHeight`/`bodyRadius` (bar placement and hit volume), `killBelowY`. Read-only: `isDead`, `deaths`. ## Events `Lifeline.on(name, fn)` fires on **every** peer for `damaged`, `healed`, `blocked`, `died`, `respawned`, or `"*"` for all. The payload is `{ event, target, amount, shieldAmount, kind, source, crit, health, shield, maxHealth, reason, origin, pos, isPlayer, name }`. It returns a connection with `:Disconnect()`. Each Health component also exposes typed events: `entity.component.get("Lifeline.Health").events.died:connect(fn)`. ## Styles: change one field On `LifelineHUD` (or at runtime per player with `Lifeline.setStyle { bar = …, worldBar = …, number = …, feedback = … }`): - **Bars** (`playerBar`, `worldBar`, Health's `barStyle`): `classic` (lost chunk drains away), `segmented`, `ring`, `hearts` (half hearts, shield hearts, heartbeat at low HP), `boss`, `overhead`, `minimal`, `stacked` (shield on health), `scifi`, `fantasy`, `cartoon`, `pixel`, `orb`. - **Numbers** (`numberStyle`): `classic` (pop / shaky crit / green heal / IMMUNE-BLOCKED), `combo` (hits on one target add up into a running total), `comic`, `minimal`. - **Feedback** (`feedback`, any mix): `flash shake vignette heartbeat direction`, or `all` / `none`. ## Multiplayer & anti-cheat Health fields are `Sync`. Only the entity's owner mutates them, and the relay refuses writes from anyone else — so one player cannot set another player's health from their own machine. - **Hit something you own** (your avatar, or a prop your peer took) — it changes on your machine and the new value goes on the wire. Every other peer draws exactly that number: health bars, numbers and death screens all read the same synced field. - **Hit something another player owns** — `Lifeline.damage` doesn't decide anything. It sends a request to that entity's owner over `multiplayer.send`, and the owner validates it before applying. `Lifeline.setDamageFilter(function(comp, amount, info, fromPeer) ... end)` is where that validation goes: return the amount to allow (clamped if you like), or 0 to refuse. `fromPeer` is set only when the hit arrived from another peer's request. - **Zones** run on every peer but act only on entities that peer owns, so a player in a fire zone is burned exactly once, by their own machine. A player's damage events are broadcast by the owner, so remote players see the same flash, numbers and score hooks. - **Events** (`Lifeline.on`) fire on every peer — same channel the kit uses for its own visuals. **The honest limit:** the engine's model is that the owning peer is the authority for its own entities. That is what stops *other* players from touching your health, and it is what this kit is built on. It does not, by itself, stop a modified client from lying about *its own* health (a hacked client could ignore a fire zone). If your game needs damage that a cheating client can't dodge, run the damage on a peer you control and funnel it through `setDamageFilter` — the filter runs on the owner, so it's the place to require proof, rate-limit, or refuse anything that doesn't match your own simulation. ## Other hooks `Lifeline.kill`, `Lifeline.revive`, `Lifeline.get(target)`, `Lifeline.all()`, `Lifeline.isAlive`, `Lifeline.setSpawnPicker(fn(comp, points) -> entity)`, `Lifeline.kinds` (damage kinds → colour/label, add your own). ## Contents `Health`, `DamageZone`, `HealZone`, `Projectile`, `ProjectileLauncher` (player blaster on a key, or an auto turret), `SpawnPoint`, `LifelineHUD` components, plus the `api`, `bars`, `numbers`, `feedback` and `zone` modules.
▲ 0↑ born
backing path · Lifeline.package/HealZone.component

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