Difference between revisions of "Health"
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− | A [[player]]’s '''health''' starts at 100 | + | A [[player]]’s '''health''' starts at a full 100 percent (or [[hit point]]s). It may increase even beyond that from the effects of various [[powerup]]s to as high as 200 percent (199 in versions prior to [[Versions of Doom and Doom II#v1.2|1.2]]). It is decreased by environmental hazards ([[damaging floor]]s, exploding [[barrel]]s, and [[crushing ceiling]]s), and successful enemy attacks. If a player's health ever drops to zero, that player dies. |
− | The health | + | The player's current health is shown on the [[status bar]], both numerically, as a percentage of the characters full normal health, and graphically, by the condition of the character's [[status bar face|face]]. |
− | + | If a player that has [[Armors|armor]] is attacked, the armor will absorb some of the damage (one third or one half, depending on the type of armor) and thus lessen the decrease in health. | |
− | If a player | + | If a level ends while the player is dead, play proceeds to the next level, but with the player's status reset to that of a newly launched game (100 percent health, no armor, the [[pistol]] and 50 [[bullets]]). |
− | + | ==Monster health== | |
+ | {| | ||
+ | | | ||
+ | {| {{prettytable}} | ||
+ | !Thing||Health | ||
+ | |- | ||
+ | |[[Zombieman]]||20 | ||
+ | |- | ||
+ | |[[Shotgun guy]]||30 | ||
+ | |- | ||
+ | |[[Wolfenstein SS]]||50 | ||
+ | |- | ||
+ | |[[Imp]]|| 60 | ||
+ | |- | ||
+ | |[[Heavy weapon dude]]||70 | ||
+ | |- | ||
+ | |[[Lost soul]]||100 | ||
+ | |- | ||
+ | |[[Demon]]||150 | ||
+ | |- | ||
+ | |[[Spectre]]||150 | ||
+ | |- | ||
+ | |[[Revenant]]||300 | ||
+ | |- | ||
+ | |[[Cacodemon]]||400 | ||
+ | |- | ||
+ | |[[Pain elemental]]||400 | ||
+ | |- | ||
+ | |[[Hell knight]]||500 | ||
+ | |- | ||
+ | |[[Arachnotron]]||500 | ||
+ | |- | ||
+ | |[[Mancubus]]||600 | ||
+ | |- | ||
+ | |[[Arch-vile]]||700 | ||
+ | |- | ||
+ | |[[Baron of hell]]||1000 | ||
+ | |- | ||
+ | |[[Spiderdemon]]||3000 | ||
+ | |- | ||
+ | |[[Cyberdemon]]||4000 | ||
+ | |} | ||
+ | |} | ||
− | + | Additionally, an exploding [[barrel]] has a health of 20, and [[Romero's head]] has 250. | |
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[[Category:Gameplay]] | [[Category:Gameplay]] |
Revision as of 06:36, 12 August 2008
A player’s health starts at a full 100 percent (or hit points). It may increase even beyond that from the effects of various powerups to as high as 200 percent (199 in versions prior to 1.2). It is decreased by environmental hazards (damaging floors, exploding barrels, and crushing ceilings), and successful enemy attacks. If a player's health ever drops to zero, that player dies.
The player's current health is shown on the status bar, both numerically, as a percentage of the characters full normal health, and graphically, by the condition of the character's face.
If a player that has armor is attacked, the armor will absorb some of the damage (one third or one half, depending on the type of armor) and thus lessen the decrease in health.
If a level ends while the player is dead, play proceeds to the next level, but with the player's status reset to that of a newly launched game (100 percent health, no armor, the pistol and 50 bullets).
Monster health
|
Additionally, an exploding barrel has a health of 20, and Romero's head has 250.