Editing Health
From Halopedia, the Halo wiki
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ | {{Era|RW}} | ||
[[File:HCE Health and shields bars.JPG|300px|thumb|The health and shield indicator in ''Halo: Combat Evolved''. The large, single, blue bar on the top is the shield level.]] | [[File:HCE Health and shields bars.JPG|300px|thumb|right|The health and shield indicator in ''Halo: Combat Evolved''. The large, single, blue bar on the top is the shield level.]] | ||
'''Health''' in the ''Halo'' games is the player-character's physical well-being. In the games, a player's health is measured and displayed on the [[heads-up display]] (HUD). If a player's health runs out, their character dies; however, lowered health does not affect a player-character's stamina, movement speed, or other physical attributes. | |||
'''Health''' in the ''Halo'' games is the player-character's physical well-being. In | |||
== Appearances == | == Appearances == | ||
=== ''Halo: Combat Evolved'' === | === ''Halo: Combat Evolved'' === | ||
<div class="thumb tright"><div style="width:90px; text-align:center;" class="thumbinner"> | |||
The health bar | The health bar | ||
[[File:HCE Health 8-blue.PNG]] | [[File:HCE Health 8-blue.PNG|center]] | ||
[[File:HCE Health 7-blue.PNG]] | [[File:HCE Health 7-blue.PNG|center]] | ||
[[File:HCE Health 6-blue.PNG]] | [[File:HCE Health 6-blue.PNG|center]] | ||
[[File:HCE Health 5-blue.PNG]] | [[File:HCE Health 5-blue.PNG|center]] | ||
[[File:HCE Health 5-yellow.PNG]] | [[File:HCE Health 5-yellow.PNG|center]] | ||
[[File:HCE Health 4-yellow.PNG]] | [[File:HCE Health 4-yellow.PNG|center]] | ||
[[File:HCE Health 3-yellow.PNG]] | [[File:HCE Health 3-yellow.PNG|center]] | ||
[[File:HCE Health 2-yellow.PNG]] | [[File:HCE Health 2-yellow.PNG|center]] | ||
[[File:HCE Health 2-red.PNG]] | [[File:HCE Health 2-red.PNG|center]] | ||
[[File:HCE Health 1-red.PNG]] | [[File:HCE Health 1-red.PNG|center]] | ||
</div></div> | |||
Players in ''[[Halo: Combat Evolved]]'' have a limited, non-regenerating supply of health. Health can only be restored by picking up [[health pack]]s. Health is shown on the HUD using a horizontal bar broken into | Players in ''[[Halo: Combat Evolved]]'' have a limited, non-regenerating supply of health. Health can only be restored by picking up [[health pack]]s. Health is shown on the HUD using a horizontal bar broken into ten segments. A player's health can only be reduced if their shields have failed. | ||
In addition to being broken into segments, the health bar changes color to represent the approximate amount of health a player has left. The bar turns yellow when half or more of a player's health has been depleted; when this happens, the player should probably consider obtaining a health pack soon, though the need is not urgent. When only two segments remain on the bar, it will turn red, indicating that the player should find a health pack as soon as possible, and should avoid dangerous situations until then. When only one segment remains, a beating heart | In addition to being broken into segments, the health bar changes color to represent the approximate amount of health a player has left. The bar turns yellow when half or more of a player's health has been depleted; when this happens, the player should probably consider obtaining a health pack soon, though the need is not urgent. When only two segments remain on the bar, it will turn red, indicating that the player should find a health pack as soon as possible, and should avoid dangerous situations until then. When only one segment remains, the sound of a beating heart can be heard. | ||
=== ''Halo 2'' === | === ''Halo 2'' === | ||
Contrary to popular belief, there is a small amount of health in ''[[Halo 2]]'', though it is not explicitly shown on the HUD. Health recharges with a player's shields; this is canonically explained by the presence of [[biofoam]] injectors in the [[MJOLNIR Powered Assault Armor|MJOLNIR]] armor that the [[John-117|Master Chief]] uses in this game | Contrary to popular belief, there is a small amount of health in ''[[Halo 2]]'', though it is not explicitly shown on the HUD. Health recharges with a player's shields; this is canonically explained by the presence of [[biofoam]] injectors in the [[MJOLNIR Powered Assault Armor|MJOLNIR]] armor that the [[John-117|Master Chief]] uses in this game. The shield bar appears to change color slightly to reflect the player's health. | ||
=== ''Halo 3'' === | === ''Halo 3'' === | ||
Line 31: | Line 30: | ||
=== ''Halo 3: ODST'' === | === ''Halo 3: ODST'' === | ||
In ''[[Halo 3: ODST]]'', players once again have a health bar that is shown on the HUD.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=Halo3ODST_FeetFirst '''Bungie.net''' - ''Feet First'' : 6/3/2009 2:29 PM PDT]</ref> A player's health in ''ODST'' can only be damaged after their [[stamina]] is depleted. Because players play as [[Orbital Drop Shock | In ''[[Halo 3: ODST]]'', players once again have a health bar that is shown on the HUD.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=Halo3ODST_FeetFirst '''Bungie.net''' - ''Feet First'' : 6/3/2009 2:29 PM PDT]</ref> A player's health in ''ODST'' can only be damaged after their [[stamina]] is depleted. Because players play as [[Orbital Drop Shock Trooper|ODSTs]] (who are weaker than armored [[SPARTAN Program|Spartans]]), health in this game is depleted much faster than in previous games of the series. As in ''Halo: Combat Evolved'', health can only be restored using health packs. | ||
=== ''Halo: Reach'' === | === ''Halo: Reach'' === | ||
In ''[[Halo: Reach]]'', Spartans have limited regeneration and a visible health bar. When a Spartan is damaged, after four seconds, his/her health regenerates to the nearest third. If a Spartan is brought down to or below 2/3 health, the remaining health can only be restored by picking up a health pack, or, by using a [[ | In ''[[Halo: Reach]]'', Spartans have limited regeneration and a visible health bar. When a Spartan is damaged, after four seconds, his/her health regenerates to the nearest third. If a Spartan is brought down to or below 2/3 health, the remaining health can only be restored by picking up a health pack, or, by using a [[Drop shield]]. | ||
Elites cannot use health packs, but their health can regenerate completely, though more slowly than a Spartan's regeneration. | Elites cannot use health packs, but their health can regenerate completely, though more slowly than a Spartan's regeneration. | ||
Line 48: | Line 47: | ||
=== ''Halo 5: Guardians'' === | === ''Halo 5: Guardians'' === | ||
In ''[[Halo 5: Guardians]]'', Spartans regenerate health very similarly to how it is done in ''Halo 4'' with the exception of a visible health bar on the HUD. | In ''[[Halo 5: Guardians]]'', Spartans regenerate health very similarly to how it is done in ''Halo 4'' with the exception of a visible health bar on the HUD. Should the player's health reach 0.3% or lower, the health bar will then be seen flashing red. If the player plays as [[John-117]], [[Frederic-104]], [[Kelly-087]], or [[Linda-058]], this health bar will be seen flashing red twice as quickly. A flashing red health bar is most easily achievable in [[Forge]] by creating and activating a script that damages players equal to 99.7% of their maximum health and then entering said script's trigger area. Speaking of scripting, scripts are able to directly deplete the player's/a shielded vehicle's health without affecting their/its shields (though the recharge timer resets). | ||
In the campaign, in most cases, if a character's health does reach 0%, | In the campaign, in most cases, if a character's health does reach 0%, he/she will not immediately die, but will instead be incapacitated and must be revived within 15 seconds (longer for AI-controlled teammates). If damaged further by weapons (especially explosives, but usually only for AI-controlled Spartans), not revived in time, or if all other Spartans on the fireteam are dead or incapacitated, only then will that character (and all other incapacitated characters) actually die, which also usually results in dialogue from one of the surviving characters saying to hold together (e.g. Fred saying "We lost Chief! Hold position!" if Chief dies, or [[Edward Buck|Buck]] saying "Tanaka's out! Regroup and hold." if [[Holly Tanaka|Tanaka]] dies). However, the dialogue does not occur if a character commits [[suicide]] by falling off the map or killing himself/herself with weapons. | ||
In [[cooperative play|co-op]] and multiplayer, the [[energy shielding|energy shield]] visual effects disappear on a player if his/her health bar turns red without him/her being downed or killed. | In [[cooperative play|co-op]] and multiplayer, the [[energy shielding|energy shield]] visual effects disappear on a player if his/her health bar turns red without him/her being downed or killed. | ||
Line 56: | Line 55: | ||
The following can also cause a character to instantly die and become unrevivable until they respawn: | The following can also cause a character to instantly die and become unrevivable until they respawn: | ||
* [[M57 Pilum|Rocket Launcher]] (direct hits only) | * [[M57 Pilum|Rocket Launcher]] (direct hits only) | ||
* [[ | * [[Type-1 plasma grenade|Plasma Grenade]] (only if it sticks) | ||
* [[ | * [[Type-58 fuel rod cannon|Fuel Rod Cannon]] | ||
* [[ | * [[Type-54 Banshee|Banshee]] fuel rods (direct hits only) | ||
* [[ | * [[Type-58 Wraith|Wraith]] plasma mortar (except the [[Ultra Wraith]]'s) | ||
* [[Z-750 binary rifle|Binary Rifle]] | * [[Z-750 binary rifle|Binary Rifle]] | ||
* [[Z-390 incineration cannon|Incineration Cannon]] charged shot (except ''[[River of Light]]'') | * [[Z-390 incineration cannon|Incineration Cannon]] charged shot (except ''[[River of Light]]'') | ||
* [[Phaeton]] pulse missiles (from both player-controlled and enemy Phaetons) | * [[Z-1800 Phaeton|Phaeton]] pulse missiles (from both player-controlled and enemy Phaetons) | ||
* [[Promethean Knight]]'s or [[Warden Eternal]]'s [[lightblade]] slash, or a [[Mgalekgolo|Hunter]]'s shield bash attack (only if the character is already downed) | * [[Promethean Knight]]'s or [[Warden Eternal]]'s [[lightblade]] slash, or a [[Mgalekgolo|Hunter]]'s shield bash attack (only if the character is already downed) | ||
* Being in mid-air for too long, being excessively damaged, or being moved too far in any direction right after being downed | * Being in mid-air for too long, being excessively damaged, or being moved too far in any direction right after being downed | ||
Line 76: | Line 75: | ||
===''Halo Infinite''=== | ===''Halo Infinite''=== | ||
In '' | In ''Halo Infinite'', the shield and health bars are within the same trapezoidal space, with no gap present between the two and the health bar nested within the bottom center of the shield bar. Whenever the player hasn't taken damage,<sup><nowiki>[</nowiki>[[Help:References|for how long?]]<nowiki>]</nowiki></sup> the health bar disappears, leaving only the shield bar. It fades in again when damage is taken. | ||
== Gameplay == | == Gameplay == | ||
=== Health packs === | === Health packs === | ||
Player's health can be fully replenished by obtaining a single [[health pack]]; this does not regenerate shields, however. Health packs are only featured in ''[[Halo: Combat Evolved]]'', ''[[Halo 3: ODST]]'' and ''[[Halo: Reach]]''. | |||
=== Fall damage === | === Fall damage === | ||
In the campaign and multiplayer modes of ''[[Halo: Combat Evolved]]'', ''[[Halo 3: ODST]]'', ''[[Halo: Reach]]'', ''[[Halo 4]]'', and ''[[Halo 5: Guardians]]'' (in the campaign, most often happens to AI-controlled teammates), players can take damage if they fall from too great a height. Such fall damage can kill players who fall from great heights, although fall damage is reduced in ''Halo 5: Guardians'' when compared to previous | In the campaign and multiplayer modes of ''[[Halo: Combat Evolved]]'', ''[[Halo 3: ODST]]'', ''[[Halo: Reach]]'', ''[[Halo 4]]'', and ''[[Halo 5: Guardians]]'' (in the campaign, most often happens to AI-controlled teammates), players can take damage if they fall from too great a height. Such fall damage can kill players who fall from great heights, although fall damage is reduced in ''Halo 5: Guardians'' when compared to previous installments, also with regards to the height required for damage to occur. Fall damage is not present in either ''Halo 2''<nowiki>'</nowiki>s or ''Halo 3''<nowiki>'</nowiki>s campaign or multiplayer, however, though falling deaths can still result from contact with a [[Invisible Walls|kill barrier]]. Fall damage has a fixed amount of damage, dependent on how far the player falls regardless of any difficulty. Fall speed is also a contributing factor. The faster the player falls, the more health is lost regardless of the height from which the player falls. Rarely, it is possible to prevent fall damage by using certain weapons such as the [[Type-2 gravity hammer|Gravity Hammer]] and with the correct timing, negating or decreasing the fall damage. | ||
Fall damage has a fixed amount of damage, dependent on how far the player falls regardless of any difficulty. Fall speed is also a contributing factor. The faster the player falls, the more health is lost regardless of the height from which the player falls. Rarely, it is possible to prevent fall damage by using certain weapons such as the [[ | |||
== Sources == | == Sources == | ||
{{Ref/Sources}} | {{Ref/Sources}} | ||
[[Category: | |||
[[Category:Real-world terms and phrases]] |