An object with this trait has a certain number of hitpoints that sustains him.
BRIEF DESCRIPTION :: The maximum base number of hit points the object can have.
Hit points are the 'life points' of an entity. When an entity's hit points reach zero, the instance of that entity is destroyed.
Note: A value of zero means that the entity is invulnerable (cannot lose hit points, cannot be destroyed).
The attribute Traits.Health.Curr is created when the entity is initialized, and stores the entity's current hit points (default is the same as Traits.Health.Max).
BRIEF DESCRIPTION :: Indicates the offset from the entity's Traits.Footprint.Height at which the entity's hit point bar appears above his head (used for finer tweaking of the bar's position).
An entity without this property has no hit point bar.
BRIEF DESCRIPTION :: The object regenerates hit points at this rate until it reaches its Traits.Health.Max hit points.
If an entity has this attribute, it will regenerate hit points until it reaches the Traits.Health.Max value.
Most all of the humanoid and cavalry units in the game will regenerate their hit points over a specified period of time. This attribute controls that rate. Healing can be accelerated by Healer units and Temples.
BRIEF DESCRIPTION :: The entity loses hit points over time.
BRIEF DESCRIPTION :: The entity must have someone garrisoned in it in order to retain its hit points. (Fields, for example.)
This value determines the number of unattended seconds that can elapse before its hit points begins to decay (see Traits.Health.Decay).