> For the complete documentation index, see [llms.txt](https://studio-syndicat.gitbook.io/omega-game-framework/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://studio-syndicat.gitbook.io/omega-game-framework/core/combatants/attributes.md).

# Attributes

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{% embed url="<https://www.youtube.com/watch?v=595ZCVElXCk>" %}

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* **Start Value Percentage**: The percentage value of the attribute that a combatant will have when it's spawned. (E.G, Health would usually start with "1.0" - full health.) **NOTE**: requires **Is Static Value** to be false.
* **Max Value**: The maximum value this attribute can reach.
* **Is Value Static:**&#x20;
* *True* = Value remains constant.  (E.G Strength, Defense, Speed)
* *False* = Value can be damaged and reduced to 0. (E.G Health, Mana, Stamina)
* **Rank Value Curves**: determines the max value of the attribute based on the Attribute's rank for this stat. (If none, defaults to **Max Value**)
* *First Curve value* = Combatant Level
* *Second Curve Value* = Attribute Value
* **Value Category adjustments**: Multipliers the combatant's Max Value of this attribute if they have this category tag.

Attributes can be accessed and damaged. from the combatant component. NOTE: Only non-static attributes can receive damage. Static attributes will always have an equal current & max value.

Attribute sets contain a collection of attributes granted to a combatant.

Attribute sets can be added via the combatant component.
