Editing Health
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[[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 most 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 | '''Health''' in the ''Halo'' games is the player-character's physical well-being. In most 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. | ||
== 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'' === | ||
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=== ''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%, they 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 the campaign, in most cases, if a character's health does reach 0%, they 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. | ||
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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) | ||
* [[Anskum-pattern plasma grenade|Plasma Grenade]] (only if it sticks) | * [[Type-1 Anskum-pattern plasma grenade|Plasma Grenade]] (only if it sticks) | ||
* [[Gespu-pattern fuel rod gun|Fuel Rod Cannon]] | * [[Gespu-pattern fuel rod gun|Fuel Rod Cannon]] | ||
* [[D'nomlhe-pattern Banshee|Banshee]] fuel rods (direct hits only) | * [[D'nomlhe-pattern Banshee|Banshee]] fuel rods (direct hits only) | ||
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===''Halo Infinite''=== | ===''Halo Infinite''=== | ||
In ''[[Halo Infinite]]'', the shield and health bars are within the same trapezoidal space, the health bar nested within the bottom | 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 the campaign and multiplayer of ''Halo 2'', ''Halo 3'', and ''Halo Infinite'', however, though falling deaths can still result from contact with a [[Invisible wall|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}} | ||
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[[Category:Real-world terms and phrases]] |