Damage is a term used to refer to when a Players' Humanoid's Health property is reduced by a script. When a humanoid reaches zero health the humanoid dies and all joints in the model are broken causing the humanoid to fall apart.
Damage can be modified by a script with an event that checks for the humanoid taking damage. This can cause taken damage to be reduced or even negated.
Types of damage[]
Environmental[]
Environmental damage is damage that cannot be configured in any way by a place creator. The only type of environmental damage that currently exists in Roblox is world border damage, which causes a Robloxian to die if they go too close to the skybox. The most common example of this is when a Robloxian falls off a brick into the bottom of the Robloxian world. After a few seconds, the Robloxian will die. However, the max distance a player can fall down can be edited by developers. The max is -50000, though by default it is -500.
Local[]
Local damage is damage that can be caused by elements which can be modified by a place creator. Currently, only scripts can create damage. Local damage can be effected on humanoids by scripts by either applying the TakeDamage() method, or by manually setting a humanoid's health to a level lower than it was before. However, doing TakeDamage() will not damage the humanoid if there is a ForceField present in the character. If the health is set to 0 or less, the .Died() event will call. For example, say there was a character named Telamon within the workspace. To damage him by 50HP, we could either do this:
workspace.Telamon.Humanoid:TakeDamage(50)
or this:
workspace.Telamon.Humanoid.Health = workspace.Telamon.Humanoid.Health - 50
Either of these two modules can be used in order to damage a humanoid. Such models are commonly used in scripts to create a brick that damages people, or a weapon that, when used, damages others. Here are some examples of damage conductors: