### Short description
A **per-limb health** system. Each body part — head, torso, both arms, both legs — has its **own HP pool** (100 total), and the vanilla health bar mirrors the sum. Damage is routed to the hit part: it absorbs first, overflow **cascades** to the torso (with falloff); a destroyed limb "blacks out". Zeroing the head is lethal; a zeroed torso spreads overflow across surviving parts. Blacked-out limbs apply **debuffs** (movement/attack slowness, weapon spread, recoil, view tremor via DoxEffect). Restore parts with **Tarkov-style healing items** — bandages/medkits over a cast time, and a **surgery kit** to revive a blacked-out limb. A read-only part-health grid overlays the vanilla inventory.
### Features
- **6-part HP** (head/torso/arms/legs), proportional vanilla-health mirroring (works at any max health).
- **Damage cascade** — hit part absorbs, overflow transfers to torso; head 0 = death, torso 0 = spread to survivors.
- **Blackout debuffs** via DoxEffect — legs slow movement, arms slow attacks and worsen gun spread/recoil/tremor (stacking, mirrored to vanilla effect icons).
- **Healing** — cast-time channels (bandage/medkit/large medkit) + **surgery kit** to un-blackout a limb; cancel on move/swap; in-world progress bar and heal motion. All four items are **craftable from vanilla materials** (no Create dependency).
- **Vanilla damage & healing routed to parts** — falls split across both legs, other environmental damage (fire/drown/explosion/poison) to the torso; vanilla healing (natural regen, golden apple, regen potions) refills damaged parts too, keeping the part sum and the health bar in lockstep (blacked-out parts still need a surgery kit).
- **Inventory overlay** — a body-part health grid beside the vanilla inventory.
- **Auto-track on join** (config `autoTrackOnJoin`, default on) — part health active out-of-the-box, independent of any backpack/grid.
### Requirements
- **DoxCore** + **DoxEffect** (required). **DoxHitbox** (optional — enables per-part hit resolution; without it, damage hits total HP only).
### For modders
- `PartHealthManager.applyGunDamage(player, regionId, dmg)` — route damage to a body part (returns the vanilla delta / lethal signal); `isTracked`, `heal`, `blackedArms`, `syncToClient`.
- Tracking is a player tag (`doxparthealth`); auto-assigned on join (configurable).
***All projects were produced using AI.***