How to Disable Health Regeneration in Roblox (Easy!)

How to Disable Health Regeneration in Roblox: A No-Nonsense Guide

Alright, so you want to get rid of that pesky health regeneration in your Roblox game, huh? Maybe you're making a hardcore survival experience, or perhaps you just want combat to be a bit more brutal. Whatever your reason, disabling that automatic healing is totally doable. It's not super intuitive at first glance, but once you understand the basics, it's actually pretty straightforward. Let's dive in!

Understanding Roblox Health and Regeneration

First, let's quickly recap how health works in Roblox. By default, your player character (the humanoid, usually) has a Health property. When this reaches zero, boom, you're "dead." Simple enough, right? Now, the annoying part – the automatic health regeneration. By default, Roblox characters slowly heal themselves over time. It's a built-in feature intended to keep players in the game and reduce downtime, but sometimes it just doesn't fit the gameplay you're aiming for.

Think of it like this: you're trying to create a tense zombie survival game, but every time a player gets scratched, they're back to full health in a few seconds. Kinda takes the edge off the whole "survival" thing, doesn't it? That's where disabling health regeneration comes in.

The Simple (But Not Ideal) Method: Setting Regeneration to Zero

The most obvious way to disable health regeneration in Roblox is to set the Regeneration property of the Humanoid to zero. This property directly controls how quickly the character heals.

Here's how you'd do it using a server script (place it in ServerScriptService):

game.Players.PlayerAdded:Connect(function(player)
    player.CharacterAdded:Connect(function(character)
        local humanoid = character:WaitForChild("Humanoid")
        humanoid.Regeneration = 0
    end)
end)

Okay, let's break this down:

  • game.Players.PlayerAdded:Connect(function(player): This sets up a connection that listens for when a new player joins the game.
  • player.CharacterAdded:Connect(function(character): This connects to the event that fires when the player's character model is added to the game (when they spawn). This is important, as the Humanoid isn't immediately available when the player joins.
  • local humanoid = character:WaitForChild("Humanoid"): We're getting a reference to the Humanoid object inside the character model. WaitForChild ensures the script doesn't error out if the Humanoid hasn't loaded yet.
  • humanoid.Regeneration = 0: This is the crucial part! We're setting the Regeneration property of the Humanoid to 0, effectively stopping all automatic health regeneration.

This works, but it's got a big drawback. Players can still regenerate health using items or other mechanics. This method only disables the default Roblox regeneration. If you want a truly hardcore experience, you'll need something more robust. Think of it like patching a small hole in a dam, but ignoring the bigger cracks forming!

The Robust Method: Overriding the Health Change Behavior

To really disable health regeneration, you need to take control of how the Health property changes. Instead of just setting Regeneration to zero, we’ll intercept any attempts to increase the player's health and basically cancel them out.

Here's the script you'll need (again, place it in ServerScriptService):

game.Players.PlayerAdded:Connect(function(player)
    player.CharacterAdded:Connect(function(character)
        local humanoid = character:WaitForChild("Humanoid")

        humanoid:GetPropertyChangedSignal("Health"):Connect(function()
            if humanoid.Health < humanoid.MaxHealth then
                if humanoid.Health ~= humanoid.LastHealth then
                  humanoid.Health = math.min(humanoid.Health, humanoid.LastHealth or humanoid.MaxHealth)
                end
            end
            humanoid.LastHealth = humanoid.Health
        end)
    end)
end)

Let's dissect this beast:

  • humanoid:GetPropertyChangedSignal("Health"):Connect(function(): This is the key. This line connects a function to the Health property's "property changed signal." This means that whenever the Health property changes, the function inside will run.
  • if humanoid.Health < humanoid.MaxHealth then: We only want to intervene if the player's health is less than their maximum health. This prevents us from interfering with things like initial health setting or health gained from other sources (which we might want to allow).
  • if humanoid.Health ~= humanoid.LastHealth then: This checks if the current health is different from the last known health. This is a minor optimization to avoid unnecessary processing. humanoid.LastHealth is a variable we create to store the health from the last signal, and we set it below.
  • humanoid.Health = math.min(humanoid.Health, humanoid.LastHealth or humanoid.MaxHealth): This is where the magic happens. This line sets the player's Health to the smaller value between their current health and their last known health. If humanoid.LastHealth is nil, it uses humanoid.MaxHealth, but the key point is that this line effectively prevents health from increasing due to regeneration. math.min prevents them from gaining health higher than their old health level.
  • humanoid.LastHealth = humanoid.Health: We update humanoid.LastHealth to the current health so that the script has a record for next time.

Why is this better?

This method is much more reliable because it actively prevents health from going up, regardless of the source. Even if a script tries to heal the player, this script will immediately revert their health back down. It's a "deny all" approach, ensuring that no regeneration occurs unless you explicitly allow it.

Fine-Tuning and Considerations

  • Custom Health Items: If you do want to allow players to heal with specific items or abilities, you'll need to add exceptions to the script. You could check if the health change is due to a specific item being used, or if it's from a whitelisted source.
  • Debounce: You might consider adding a debounce to the GetPropertyChangedSignal function to prevent it from firing too frequently, which could potentially impact performance (especially in games with many players).
  • Alternative Regeneration Systems: If you want something more complex than no regeneration, you could implement your own system. For example, you might have players regenerate health only while near a specific object, or based on their hunger level. This script provides a blank slate for you to add your own mechanics.

Disabling health regeneration can dramatically change the feel of your Roblox game. It can make combat more strategic, resource management more important, and survival that much more challenging. Experiment with these scripts and see what works best for your vision! Good luck!