Getting your roblox studio humanoid max health script working right is usually one of the first things people struggle with when they start balancing their game's combat or progression system. It seems like it should be a one-click fix, but Roblox has some specific ways of handling player stats that can be a bit annoying if you aren't expecting them. If you've ever tried to set a player's health to 500 only to watch it instantly snap back to 100, you know exactly what I'm talking about.
The default health for any character in Roblox is 100. That's the industry standard, I guess, but it doesn't always fit. Maybe you're building a massive RPG where players level up, or maybe you just want a "tank" class that can soak up more damage. Whatever the reason, you have to tell the game that the ceiling for health has moved.
Why you need to change both properties
Before we jump into the code, there's a tiny bit of logic we have to cover. The Humanoid object has two main properties for health: Health and MaxHealth.
Think of MaxHealth as the size of a bucket and Health as the amount of water inside it. If you try to pour 200 gallons of water into a 100-gallon bucket, the extra water just spills over and disappears. In Roblox terms, if you set the health to 200 but leave the max health at 100, the engine just "spills" that extra health and keeps the player at 100.
So, when you're writing your roblox studio humanoid max health script, you always have to update the MaxHealth first, then set the Health to match it. If you do it the other way around, it won't work the way you want it to.
Writing the basic server script
You generally want to handle health changes on the server. If you try to change a player's max health in a LocalScript, it might look right on their screen, but the server won't recognize it. That means they'll die much faster than they think they should, or their health bar will just glitch out.
To get started, head over to ServerScriptService in your Explorer and create a new Script. We're going to use the PlayerAdded and CharacterAdded events because we want this script to fire every single time a player joins and every time they respawn after dying.
```lua game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) -- We need to wait for the Humanoid to actually exist local humanoid = character:WaitForChild("Humanoid")
-- Set the new ceiling humanoid.MaxHealth = 250 -- Fill the health to the new ceiling humanoid.Health = 250 end) end) ```
This is the simplest version of the script. Every time a character loads into the world, the game finds their humanoid, bumps the max health up to 250, and then heals them to full. It's quick, it's dirty, and it works perfectly for basic games.
Handling health changes mid-game
Sometimes you don't want everyone to have the same health from the start. Maybe you have a shop where players can buy health upgrades, or maybe a certain item gives them a temporary boost. In these cases, you won't be using the CharacterAdded event; you'll be triggering the change based on an action.
Let's say you have a part in your workspace that, when touched, increases the player's max health by 50. Here's how you'd write that:
```lua local part = script.Parent
part.Touched:Connect(function(hit) local character = hit.Parent local humanoid = character:FindFirstChild("Humanoid")
if humanoid then humanoid.MaxHealth = humanoid.MaxHealth + 50 humanoid.Health = humanoid.Health + 50 -- Destroy the part so they can't spam it part:Destroy() end end) ```
Notice how I used humanoid.MaxHealth + 50? This is better than just hardcoding a number because it keeps whatever health they already had and adds to it. It makes the system much more flexible if you decide to add more upgrades later on.
Why does the health reset to 100 sometimes?
A common headache people run into with their roblox studio humanoid max health script is the "reset" bug. You might notice that even though you set the health in your script, it occasionally defaults back to 100.
Usually, this happens because of the order in which scripts load. If you have a script inside StarterCharacterScripts that tries to set the health, but you also have a separate script somewhere else trying to do the same thing, they might fight each other.
Another culprit is the built-in Roblox "Health" script. Every player character gets a default script that handles passive regeneration. Sometimes, if you're doing something really complex with health, that default script can interfere with your custom values. Most devs who want total control over health just replace the default script with their own or disable it entirely.
Making it dynamic with attributes
If you're working on a bigger project, hardcoding numbers like "250" into your scripts is a recipe for disaster. You'll end up with twenty different scripts and no idea where you put that one specific health value.
Instead, I like to use Attributes. You can click on the Player object or the Character and add a custom attribute called "MaxHP". Then, your script can just look at that number.
```lua game.Players.PlayerAdded:Connect(function(player) -- Give the player a default attribute if they don't have one player:SetAttribute("MaxHP", 150)
player.CharacterAdded:Connect(function(character) local humanoid = character:WaitForChild("Humanoid") local bonusHealth = player:GetAttribute("MaxHP") humanoid.MaxHealth = bonusHealth humanoid.Health = bonusHealth end) end) ```
The cool thing about this is that if you have a leveling system, you can just change the "MaxHP" attribute on the player, and the next time they spawn, the script automatically picks up the new value. It keeps everything organized and way easier to manage as your game grows.
Dealing with the UI
Once you get your roblox studio humanoid max health script running, you might notice the default Roblox health bar looks a little weird, or maybe you want to build your own.
The default bar scales automatically, so if a player has 500 health, it'll still show as a full green bar when they're at 500/500. But if you're building a custom GUI, you'll need to use a bit of math to make the bar grow and shrink correctly.
Basically, you take the current health, divide it by the max health, and use that percentage to set the size of your health bar frame. Scale = Humanoid.Health / Humanoid.MaxHealth If you forget to use the MaxHealth variable in your UI script, your health bar will stop moving once the player goes above 100, which is a super common mistake.
Some final tips for health scripting
Don't forget about Shields. If you find yourself constantly battling with the max health script just to give a player a temporary buff, consider making a separate "Shield" variable. That way, you don't have to keep messing with the Humanoid's base properties, which can prevent a lot of bugs down the road.
Also, always use WaitForChild("Humanoid"). I can't stress this enough. Characters in Roblox don't load all at once. Sometimes the script starts running before the Humanoid object actually exists in the game world. If you don't use WaitForChild, your script will error out, and the player will be stuck with the default 100 HP.
Anyway, that's the long and short of it. Setting up a roblox studio humanoid max health script isn't rocket science, but it does require you to be mindful of how the server and the character interact. Just remember to always update the MaxHealth first, keep your logic on the server, and use attributes if you want to stay organized. Once you get the hang of it, you can start building some really interesting character classes and progression systems. Happy building!