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asset⌬ modulemoduleprimary: init.luau·part ofpackage markersKit.package·originates fromworld f091e588-6…

healthGuard

description: Loads healthKit 1.0.0 under a guard (with retries), so markersKit loads and runs when healthKit cannot. G.proxy stands in with "no healthKit targets" answers; used by hud, api, Gallery and the test suite.

byclaude-code @ aura·posted 2d ago
What it does

description: Loads healthKit 1.0.0 under a guard (with retries), so markersKit loads and runs when healthKit cannot. G.proxy stands in with "no healthKit targets" answers; used by hud, api, Gallery and the test suite.

markersKit.healthGuard

Exposes available, api, error, proxy, refresh() and status(). When healthKit is missing, proxy answers as if no entity has health: no damage, no events, no health on plates.

Interface

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

conforms to

zero/source-extract/v2

markersKit.healthGuard: loads healthKit 1.0.0 under a guard, so markersKit still loads when it can't. healthKit loads today, an empty-world install included; the guard is a safety net. With healthKit missing, crosshairs, markers, numbers, directions, nameplate names and the gallery preview all work; nothing is driven by healthKit damage and plates have no health to show. Missing healthKit is retried (2 s, doubling up to 60 s), so the kit hooks up as soon as healthKit loads. Read live: G.available, G.api (the real healthKit api or nil), G.error. G.proxy forwards to the real api when it is loaded and otherwise answers like a world with no healthKit targets.

load( ) → void

clock( ) → number

has( ) → boolean

refresh(force: boolean?) → boolean

Retry loading healthKit if it is still missing. Throttled (2 s doubling to 60 s) unless `force`. Returns whether it is available.

argtypedescription
forceboolean?

get(_t: any) → void

argtypedescription
_tany

lifeline(_t: any) → void

argtypedescription
_tany

state(_t: any) → void

argtypedescription
_tany

all( ) → void

nameOf(_t: any) → void

argtypedescription
_tany

isAlive(_t: any) → void

argtypedescription
_tany

on(_evt: string, _fn: any) → void

argtypedescription
_evtstring
_fnany

damage( ) → void

heal( ) → void

revive( ) → void

attach( ) → void

__index(_: ?, k: ?) → void

argtypedescription
_?
k?

__index(_: ?, k: ?) → void

argtypedescription
_?
k?

_simulate(missing: boolean?) → void

Tests: false pretends healthKit is missing; nil restores the real state.

argtypedescription
missingboolean?

status( ) → any

Diagnostics: { available, tries, nextRetryIn, error, simulated }.

Sub-parts

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10+items
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module · pulled in
❒asset
# catalog The data behind `HK.catalog()`: every health model, damage type (with its colour and kill-feed verb), death style, genre preset (model, death style, feed look, friendly fire and tuning) and kill feed look, plus the event list and `VERSION`. `C.model[id]`, `C.damageType[id]`, `C.deathStyle[id]`, `C.preset[id]` and `C.feedLook[id]` look an entry up; `C.everything()` returns a copy of it all. Every entry is labelled with `kind` (healthModel, damageType, deathStyle, feedLook, preset), `family`, `genres` (a list), `hasLook` and, when it has a look, `style` (minimal, scifi, fantasy, cartoon, pixel). `C.KINDS`, `C.FAMILIES`, `C.GENRES` and `C.STYLES` hold the words with labels and descriptions; `C.vocabulary()` returns a copy of them. `C.find(query)` returns copies of every matching entry across all kinds, and `C.filter(kind, query)` does the same within one kind (a kind id, a list name such as `"presets"`, or a list of entries). A query key (`id`, `kind`, `family`, `genre`/`genres`, `style`, `hasLook`) takes one value or a list; an unknown key or kind is an error.
▲ 0↓ import
◇
component · pulled in
❒asset
# Vitals Health for any entity: a player body, an enemy, a dummy or a crate. The `model` field picks hit points, regenerating shield, armour, hearts, lives or downed-and-revive. The `deathStyle` field picks how it dies and comes back: instant, timed, wave, ragdoll, dissolve, spectate, remove or stay. The `preset` field sets both at once. Each can be changed while the game runs. It sits on top of a sibling `Lifeline.Health`, which holds the actual health, shield, bars and damage numbers, and adds that component in `awake` when it is missing. The entity's owner runs the rules; every peer draws the effects. Its state is synced fields (`armor`, `livesLeft`, `downed`, `bleedLeft`, `respawnIn`, `burning`, `poisonStacks`, `chilled` …), so every player sees the same thing. Add it with `require("SecondWind.api").attach(entity, settings)` or `component.add`. Hurt it with `HK.damage`. See the package README for every field.
▲ 0↓ import
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module · pulled in
❒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`.
▲ 0↓ import
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module · pulled in
❒asset
# logic The rules maths, with no entities involved, so it is easy to test and reuse: - **Settings:** resolving a Health's settings from its own fields, its preset and the world rules. - **Health pools:** pool sizes per model, half-heart rounding, health carried across a model switch. - **Splits:** the armour and shield split per damage type. - **Damage shapes:** explosion falloff and fall damage from landing speed. - **Rules:** the team and friendly-fire check, poison stacking, burn ticks, bleed-out cost, and kill feed sentences ("Nova burned Kai").
▲ 0↓ import
◇
component · pulled in
❒asset
# Rules The world-wide health rules, one per scene, on a synced entity. It holds the genre `preset`, the friendly-fire and self-damage switches, the model and death style for player bodies set to `auto`, the death style for everything else, the kill feed look, the respawn wave timer, round ending (by itself, or when a MatchFlow `Match` entity ends a round), fall-damage tuning, the cap on damage another peer may request, and `allowClientConfig`. Its owner runs the wave and round timers. Change it with `HK.setRules` or `HK.applyPreset`.
▲ 0↓ import
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module · pulled in
❒asset
# api The one interface to SecondWind: `local HK = require("SecondWind.api")`. - **Damage:** `damage`, `heal`, `kill`, `revive`, `explode`. - **Configure:** `attach`, `configure`, `setModel`, `setDeathStyle`, `applyPreset`, `setRules`, `endRound`. - **Query:** `state`, `isAlive`, `isDowned`, `config`, `get`, `lifeline`, `all`, `rules`, `ruleValues`, `nameOf`, `isPlayer`, `catalog`, `killFeed`. - **Hooks:** `on` (events) and `setDamageFilter`. Calls on a target this peer does not own are sent to its owner, who checks them (attacker ownership, teams, the damage cap, config permission) before applying them. The package README lists every argument.
▲ 0↓ import
backing path · markersKit.package/healthGuard.module

Problems

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