# Attributes

**Attributes** are very similar to **Stats** but their value ranges from 0 up to a maximum defined by a **Stat**. For example, the current health of a character is an attribute.

![(The vitality Stat marks the max amount of health, while the Attribute value defines the current health)](https://2174264233-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-LAqwYovmUPn5V6CMeID%2F-LL-vaS_Xr0C7M-COF43%2F-LL-ymg1ReeRthJT31XF%2Fattribute-pref.jpg?alt=media\&token=31247bda-4ef1-4126-81ad-11dcb845075f)

## Attributes in Runtime

**Attributes** are represented as a gauge or progress bar in the **Stats component** inspector. In the **Editor**, an attribute is displayed as the initial percentage filled. In **Play Mode**, however, the values change to display the current values.

![(Editor mode of the Stats component)](https://2174264233-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-LAqwYovmUPn5V6CMeID%2F-LL07tmLF9LjwCEPiuZY%2F-LL0AolRS-9PFiAWQ1GU%2Fstats-component.jpg?alt=media\&token=fae04aa4-e8d8-4d8b-b5c2-622b35e65f36)

## Actions

There are some **Actions** that let you interact and query attribute values and states.

* **Change Attribute:** Allows you to change the base value of an attribute. The value can come from a variable of be a constant value
* **Sync Attribute to Variable:** Assigns the current value of an Attribute to a specific global or local variable.
* **Debug Attribute:** Prints the value of an attribute in the console

## Conditions

Same as Actions, Conditions with attributes allow to use the Stats features outside of the module, such as in the Inventory, Dialogue modules or even your own custom systems

* **Attribute Value:** Returns the final value of an attribute and compares it to another constant or variable number.
