Combat

Statistics

Statistics are the numbers that drive your entire game. Every item, entity and player uses them. Define a statistic once in the CMS, then reference it from attacks, items, quests and action chains.

01 Impact

The impact type tells the engine how a statistic affects gameplay. Attack statistics feed into the damage formula, Defense reduces incoming damage, Vitality acts as health, and Capture drives catch mechanics. Statistics set to None have no built-in combat effect and can be used for anything custom.

A "Strength" stat with Attack impact boosts melee damage. An "Armor" stat with Defense impact reduces hits taken. A "HP" stat with Vitality impact triggers defeat when it hits zero. A "Luck" stat with Capture impact improves catch rates.

Impact types
  • AttackBoosts damage dealt. Feeds into the offensive power formula.
  • DefenseReduces damage taken. Feeds into the damage reduction formula.
  • VitalityMain health. When it reaches zero, the entity or player is defeated.
  • CaptureUsed for catch and capture mechanics (e.g. taming, trapping).
  • NoneNo built-in effect. Use for custom stats like hunger, durability, or quest counters.
02 Display

Control how each statistic appears in the game. Bar mode renders a visual progress bar, Tracker shows a numeric value, and Hidden keeps the stat invisible to players. The "show in UI" toggle separately controls whether the stat appears in inventory item details.

HP displayed as a health bar above entities. Attack power shown as a number in the inventory panel. An internal "spawnCount" stat set to Hidden so players never see it.

Display modes
  • BarVisual progress bar. Best for health, energy, hunger, durability.
  • TrackerNumeric value displayed as text. Best for attack, defense, level.
  • HiddenNot visible to players. Used for internal logic and backend tracking.
  • Show in UIToggle whether this stat appears in inventory item detail panels.
03 Defaults & Organization

Set the default value every item or entity starts with when it has this statistic. Organize statistics into named categories for cleaner display, control their order within that category, and optionally assign an icon.

Vitality defaults to 100, Attack to 10. Group HP and Defense under "Combat", Hunger and Thirst under "Survival". Set Vitality at order 1 so it always appears first.

Available options
  • Default valueStarting value when an item is created with this statistic.
  • CategoryGrouping label (e.g. Combat, Dungeon, System) for organized display.
  • Display orderPosition within its category. Lower numbers appear first.
  • IconOptional Roblox asset URL for a stat icon in the UI.