Health Variation with Shield 🛡 (Difficulty: 3/10)

DISCLAIMER!!!!

Chances are, there’s probably a slightly more efficient way to do this. I’ve theorized using a Number Property to only use ONE Property overall, but I couldn’t get it to work, which is why I turned to the True/False Property. However, if any of you DO find a more efficient way, I’ll be glad to let you make a guide about it. Just don’t forget to credit THIS guide and quote this disclaimer so people don’t call you out for making a duplicate guide.


Hello fellow Gimkitters. I haven’t made a guide in… A YEAR?? Seeing as my school year is ending this month, I might as well make a guide :fire:
So basically I was going around, answering questions (like most others here), and all of a sudden, I found an actually interesting question:

How do I give different characters different shield values?

This person wanted to give different roles in their game a different amount of shield for each role, as a sort of health modifier. And after like 2 hours, I FIGURED THIS SYSTEM OUT!


When you can, MAKE EVERYTHING PLAYER SCOPED!!!


Step 0.5: Materials (with image)

For EACH role that you make, you’ll need:
2x Triggers
1x Button
1x Property
1x Health Granter
1x Lifecycle (you might not need duplicates for multiple characters, but just in case)

Step 1: Roll Call (making the property)

Alright gang[1], we need to make sure that the property is IN ORDER! Simply make a True/False property that defaults to true.

Step 2: Trigger Action Season 1 - The Property Awakens

Before we let our first trigger have its glory, it needs a sidekick. That’s where the BUTTON comes in. This, of course, will be how we activate the unfolding shenanigans of the shield. The only setting you need to worry about is the transmitting channel:


NOW we can let the first trigger shine. We’re going to use a cool trick I learned from @Monoreuk (I still owe him chocolate); WE’RE PUTTING TWO CHANNELS IN ONE SPOT! As you can see here, putting a comma in between channel names actually SEPARATES them. We also need to set the trigger delay to 1 second, as having no delay makes the shield grant during the respawn (meaning it won’t give the shield at all).

And for the trigger’s blocks? When it’s triggered, it’ll be running two things: first, it checks if the property is false, in case it was. This is to turn it on after the next group of blocks. Then, it checks if the property is true. This allows the trigger to send a channel (c1HealthGrant in this case) to the NEXT step, and turns the property false. Having the property false until used is just so nothing messes up.

Step 3: The Name's Shield. Grant Shield

This step is probably the easiest[2], so let’s get it over with.

Simply make a health granter that grants ONLY shield, and it receives on the channel that was sent out from the first trigger (again, in this case it’s c1HealthGrant)

Step 4: Trigger Action Season 2 (Final Season!) - It's Rewind Time

So you know those shows that end on the first episode? Like, the end of the final season loops back to Episode 1. Well, that’s what this trigger does. You might ask, “Well Coolcaden26, how does the trigger know when to activate if the Health Granter can’t send signals?” I thought you’d never ask. We’re going to be using the legendary thing I like to call… THE LIFECYCLE! You might think that the Lifecycle, not being able to scope to the player, would ruin everything. However, in my testing, I realized that, since everything else is player scoped, the Lifecycle would simply only correspond to the PLAYER. We’re going to keep the Lifecycle’s settings the exact same, and just have a channel to send out a confirmation of getting KNOCKED OUT.


Alright, the second (and final) trigger is going to receive the Lifecycle’s signal and, as an added bonus, a 0.5 second delay JUST IN CASE.

And FINALLY, TO END THE SERIES, we are going to have this trigger SEND BACK TO the other trigger. In the blocks, this trigger will set the property to true, and send that c1Regrant channel from Step 2, which will repeat this cycle ALL over again. Recursion, anyone?

[3]


Thanks for reading my guide. If you want the original context, here’s the mini-guide I made for the Help Topic.

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  1. attention spans are getting lower by the day, i’m taking every precaution ↩︎

  2. nice change of pace ↩︎

  3. my ex pointed out so many minute (pronounced “my-noot”) grammar mistakes that I just had to fix them ↩︎

17 Likes

Sorry about the quick poll deletion, I’m just reformatting them!!!

6 Likes

Alright, it’s fixed now. Sorry about that!!!

5 Likes

Alright, I’ve changed the title, let me know if it’s not easy to understand or hard to search for? Keywords would be great :3

6 Likes

Very nice guide! Thank you it helped me a ton

2 Likes

Thanks! I was asked to make this a guide by 2 people so I’m hoping people like it!

6 Likes

I waited fourteen long days to bump this guide.

so…
Bump!

(Finals are stressing me out I’m so cooked)

bro why does it say 13 days later the last comment literally says 14 days ago :sob:

6 Likes

I deleted the reusable bump because 11 edits in a couple of hours is just to much…
next time please check how long ago was the last edit before bumping it.

6 Likes

andddd the bump is gone

2 Likes

can I make a suggestion? :P
( pseudo hp integration based suggestion but I thought i’d tell cuz I find it useful)

Sure, though I can’t really edit the guide since I didn’t make it a wiki.

oki
moving on

so what I was thinking is you know how you can go over the shield limit sometimes when granting shields? (in the class/role if it grants another teammate shields)
you can have a player based prop for the max shield and when you choose a class it sets the max shield to that and then you can have a current shield value prop (increases when a shield is granted also player based btw) (with a constant loop checker) and using a damager with blocks when the condition passes you can decrease the shield when it exceeds the max using “player shield”-(“player shield”-“max shield”) or 180-(180-150) in the damager blocks and also subtracting the current shield value to match up with the actual shield value

spaghetti words :3

tho you would have to integrate some sort of pseudo obstacle/projectile to get this to work

So basically using psuedo-health for this instead of actual shield?

Sorta
But it’s more like using both to limit the actual shield in game
But yeah i suppose just making pseudo shield would be an alternative :p
Or just use normal shields

1 Like

Please don’t post under this. If you have a question, feel free to edit the wiki. ONLY EDIT THE WIKI TO ASK QUESTIONS AND TO CHECK THE BOX.

Please limit bumps to a few days at a time.

Press box to bump →

Shaft here
isnt bumping not allowed now? sorry its been a minute Announcements/Additional Rules


Does rules no longer apply, that’s why there unlisted.


@Suspnded_Arr0w_Shaft , bumping is allowed now. I wouldn’t put this here if it weren’t.

12 Likes