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{{Game icons|p=y|p2=y|p3 | {{Game icons|p=y|p2=y|p3=y}} | ||
[[File:HUD Leader health P3.jpg|thumb|The health of the three main leaders in ''Pikmin 3''.]] | |||
[[File:HUD Leader health P3.jpg|thumb|right|The health of the three main leaders in ''Pikmin 3''.]] | |||
{{redirects|HP|the game with the acronym "HP"|Hey! Pikmin}} | {{redirects|HP|the game with the acronym "HP"|Hey! Pikmin}} | ||
'''Health''' (also known as '''Hit Points''' or '''Health Points''', and usually shortened to '''HP''') is a common mechanic in games, used to represent how close a living entity is to dying. In general terms, the higher something's health is, the more damage it can sustain before dying. When its health reaches zero, it dies. | '''Health''' (also known as '''Hit Points''' or '''Health Points''', and usually shortened to '''HP''') is a common mechanic in games, used to represent how close a living entity is to dying. In general terms, the higher something's health is, the more damage it can sustain before dying. When its health reaches zero, it dies. | ||
In the [[Pikmin series|''Pikmin'' games]], | In the [[Pikmin series|''Pikmin'' games]], health is stored as a number, but is shown to the player with a [[HUD#Health wheel|colored wheel]] as opposed to a number in text. It is mostly used to keep track of how close an [[enemy]] is to dying, although it can serve other purposes, such as pointing down how close a [[Volatile Dweevil]] is to exploding. It should be noted that some objects will not have their health shown to the player whatsoever, although things like [[gate]]s will become visibly more damaged as they are attacked. | ||
On Pikipedia, an object's health points can be found | On Pikipedia, an object's health points can be found on the corresponding subject's page, on a section with the statistics, or under a section titled "Technical information". In the case of ''Pikmin 2'' enemies, you may also use the [[Piklopedia]] page. The health values were gathered either by checking the memory with an emulator and/or memory reader, by reading the in-game files directly, or via in-game observations and calculations. For comparison, you may learn how strong Pikmin attacks are by checking the infobox at the top of a [[Pikmin family|Pikmin type]]'s article. | ||
==Leaders== | ==Leaders== | ||
The health of leaders is represented on the bottom-left corner of the screen. It differs slightly from normal health wheels in that it lacks a black circle behind the main pie chart, and it beeps whenever it's below 50%. | The health of leaders is represented on the bottom-left corner of the screen. It differs slightly from normal health wheels in that it lacks a black circle behind the main pie chart, and it beeps whenever it's below 50%. Whenever a leader gets hit with a light attack, they will be knocked back slightly, their suit will emit sparks, and their health will drop a bit, depending on the attack. If a leader's hit by a strong attack, they'll be thrown to the ground, be unable to move for a second or two, and their health will drop considerably, again, depending on the attack. | ||
In ''Pikmin'', if [[Captain Olimar]] loses all his health, a cutscene will play with him falling down, in black and white, then he'll appear next to the ship, go in, and take off, leaving all Pikmin on the field behind. This automatically ends the [[day]]. It's possible to heal to full health by investigating the [[S.S. Dolphin]], which is done by pressing {{button|gc|a|wii|a}} near the colored lights emitted by the ship. | |||
In | In ''Pikmin 2'' and ''Pikmin 3'', if a leader loses all their health, they will be transported back to the landing area, and the other leaders will continue on their own. If every leader loses all their health, the day ends, as it does when Olimar falls in ''Pikmin''. The same rule applies to caves in ''Pikmin 2'', but the cave is immediately left, all salvaged treasures are lost, all Pikmin in the cave are left behind, and hence, count as deaths, and the day is instantly over afterwards. If only one leader is knocked out inside a cave, he will be lying prostrate in front of the ship even after leaving the cave. This cannot be changed unless the day ends or is reset. The only way to heal the health of a leader that is not knocked out is to enter or leave a cave. In [[Challenge Mode]] and [[Mission Mode]], if any leader is defeated, the challenge/mission is over. In [[2-Player Battle]] and [[Bingo Battle]], if a player's leader dies, the other player wins. | ||
There are two minor glitches in ''Pikmin 2'' related to a leader losing all of his health: [[Glitches in Pikmin 2#Hurting a knocked out leader|one glitch]] has the fallen leader able to be hurt, while [[Glitches in Pikmin 2#Unbeamable leader|another one]] allows the leader to remain on the ground instead of being beamed up by the Research Pod. | |||
There are two minor glitches in ''Pikmin 2'' related to a leader losing all of his health: [[Glitches in Pikmin 2# | |||
==Pikmin== | ==Pikmin== | ||
It is currently unknown if [[Pikmin family|Pikmin]] have health points. When hurt in combat in the first two games, they can lose their [[Maturity|flower or bud]]. Once they're a leaf Pikmin, they will not suffer adverse effects from being hurt, aside from the knockback and temporary incapacitation that occurs regardless of the Pikmin's maturity. Normally, enemies have attacks that kill Pikmin right away, which makes it even harder to figure out if they do have health points or not. | |||
There are some attacks that alternately hurt or kill Pikmin, such as a [[Gatling Groink]]'s shots. It is unknown what decides whether a Pikmin should live or die in these cases. In regards to Pikmin infighting, such as that caused by the [[Puffstool]] or competitive 2-player modes, Pikmin can sustain multiple attacks from an opposing Pikmin before dying. | |||
==Enemies== | ==Enemies== | ||
[[File:HP wheel.gif|border|right|Example of a health wheel, from ''Pikmin 2''.]] | [[File:HP wheel.gif|border|right|Example of a health wheel, from ''Pikmin 2''.]] | ||
As an enemy gets hit by [[Pikmin family|Pikmin]] attacks (or [[leader]] [[punch]]es, explosions, etc.), its health drops. Generally, enemies show no signs of weakeness when they are low on health. Once an enemy is dead, it will either leave its dead body, which can be carried to an [[Onion]], or it'll drop some spoils. Any damage caused to an enemy will not carry over onto the next [[day]], with the exception of [[bosses]] in ''Pikmin 3''. | |||
Some enemies have non-standard behavior regarding their health level: | Some enemies have non-standard behavior regarding their health level: | ||
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*[[Iridescent Flint Beetle|Iridescent Flint]] and [[Iridescent Glint Beetle|Glint]] Beetles, and [[Doodlebug]]s cannot normally be hurt, but the spoils they drop depend on the number of times the insect's been hit. They can be damaged if [[ultra-bitter spray|petrified]], though. | *[[Iridescent Flint Beetle|Iridescent Flint]] and [[Iridescent Glint Beetle|Glint]] Beetles, and [[Doodlebug]]s cannot normally be hurt, but the spoils they drop depend on the number of times the insect's been hit. They can be damaged if [[ultra-bitter spray|petrified]], though. | ||
*[[Shearwig]]s in the first two games will start flying when their health drops to half, and return to land upon regenerating. | *[[Shearwig]]s in the first two games will start flying when their health drops to half, and return to land upon regenerating. | ||
*[[Ravenous Whiskerpillar]]s do not actually die while not petrified, as they do not leave a [[ | *[[Ravenous Whiskerpillar]]s do not actually die while not petrified, as they do not leave a [[spirit]] and can be seen squirming when Pikmin carry their "corpse". | ||
*The [[Waterwraith]]'s fight enters a second stage once its rollers are destroyed. | *The [[Waterwraith]]'s fight enters a second stage once its rollers are destroyed. | ||
*The [[Emperor Bulblax]] in ''Pikmin'' uses a new attack when it loses half its health points: jumping high into the air, and in ''Pikmin 2'', when it reaches a quarter of its health, it will roar loudly, which can unearth [[Mitites]], scare Pikmin, and alert other Emperor Bulblaxes. | *The [[Emperor Bulblax]] in ''Pikmin'' uses a new attack when it loses half its health points: jumping high into the air, and in ''Pikmin 2'', when it reaches a quarter of its health, it will roar loudly, which can unearth [[Mitites]], scare Pikmin, and alert other Emperor Bulblaxes. | ||
*The [[Titan Dweevil]] only has health points for the creature itself once it loses all the treasures it's carrying. Until then, each treasure has its own health points (without a health wheel), and once it reaches 0, it is detached from the Titan Dweevil. | *The [[Titan Dweevil]] only has health points for the creature itself once it loses all the treasures it's carrying. Until then, each treasure has its own health points (without a health wheel), and once it reaches 0, it is detached from the Titan Dweevil. | ||
*Most of the main bosses in ''[[Pikmin 3]]'' will have different attack and movement patterns depending on their health. | *Most of the main bosses in ''[[Pikmin 3]]'' will have different attack and movement patterns depending on their health. | ||
In ''Pikmin 3'', the game contains data for every enemy's maximum health, but in the files that define what enemies go where in an [[area]], it is possible for the developers to write down a specific amount of health for that specific instance of the enemy to have. This means that while most instances of an enemy have the "default" maximum health, some might have a more specific number. An example would be the [[Toady Bloyster]] on the [[Shaded Garden]], that only has one third the normal amount. This can also apply to other properties, like sight radius. | In ''Pikmin 3'', the game contains data for every enemy's maximum health, but in the files that define what enemies go where in an [[area]], it is possible for the developers to write down a specific amount of health for that specific instance of the enemy to have. This means that while most instances of an enemy have the "default" maximum health, some might have a more specific number. An example would be the [[Toady Bloyster]] on the [[Shaded Garden]], that only has one third the normal amount. This can also apply to other properties, like sight radius. | ||
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! rowspan="2" | Enemy | ! rowspan="2" | Enemy | ||
! colspan="2" | HP per second | ! colspan="2" | HP per second | ||
! rowspan="2" | Seconds to fully | ! rowspan="2" | Seconds to fully regenerate from 0 | ||
|- | |- | ||
! HP | ! HP | ||
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| Unknown | | Unknown | ||
|- | |- | ||
| {{icon|Bulborb|y | | {{icon|Red Bulborb|y}} | ||
| Unknown | | Unknown | ||
| Unknown | | Unknown | ||
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| Unknown | | Unknown | ||
|- | |- | ||
| {{icon| | | {{icon|Wogpole|y}} | ||
| Unknown | | Unknown | ||
| Unknown | | Unknown | ||
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! rowspan="2" | Enemy | ! rowspan="2" | Enemy | ||
! colspan="2" | Health per second | ! colspan="2" | Health per second | ||
! rowspan="2" | Seconds to fully | ! rowspan="2" | Seconds to fully regenerate from 0 | ||
|- | |- | ||
! HP | ! HP | ||
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| 333.33 | | 333.33 | ||
|- | |- | ||
| {{icon|Armored Cannon Larva|y | | {{icon|Armored Cannon Beetle Larva|y}} (free) | ||
| 2.55 | | 2.55 | ||
| 0.3% | | 0.3% | ||
| 333.33 | | 333.33 | ||
|- | |- | ||
| {{icon|Armored Cannon Larva|y | | {{icon|Armored Cannon Beetle Larva|y}} (buried) | ||
| 6 | | 6 | ||
| 0.3% | | 0.3% | ||
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! rowspan="2" | Enemy | ! rowspan="2" | Enemy | ||
! colspan="2" | Health per second | ! colspan="2" | Health per second | ||
! rowspan="2" | Seconds to fully | ! rowspan="2" | Seconds to fully regenerate from 0 | ||
|- | |- | ||
! HP | ! HP | ||
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'''Active regeneration''' is when the creature only regenerates when it is performing a certain action or in a certain state. As such, this type of regeneration encourages the player to attack the enemy in a certain way. The following enemies can regenerate with certain actions: | '''Active regeneration''' is when the creature only regenerates when it is performing a certain action or in a certain state. As such, this type of regeneration encourages the player to attack the enemy in a certain way. The following enemies can regenerate with certain actions: | ||
*[[Shearwig]]s in ''Pikmin 2'' quickly regenerate while flying. They begin flying after being hurt, and go back to the ground when they're probably healed. In ''Pikmin'', they always regenerate at the same rate, whether they are flying or not, making it | *[[Shearwig]]s in ''Pikmin 2'' quickly regenerate while flying. They begin flying after being hurt, and go back to the ground when they're probably healed. In ''Pikmin'', they always regenerate at the same rate, whether they are flying or not, making it passive healing. | ||
*[[Breadbug]]s and [[Giant Breadbug]]s in ''Pikmin 2'' instantly regenerate all of their health when they bring an item into their nest. | *[[Breadbug]]s and [[Giant Breadbug]]s in ''Pikmin 2'' instantly regenerate all of their health when they bring an item into their nest. | ||
*[[Shearwig]]s, [[Male Sheargrub]]s, and [[Female Sheargrub]]s in ''Pikmin 3'' regenerate when they are underground. They can fully heal in 30 seconds. | *[[Shearwig]]s, [[Male Sheargrub]]s, and [[Female Sheargrub]]s in ''Pikmin 3'' regenerate when they are underground. They can fully heal in 30 seconds. | ||
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==Revival== | ==Revival== | ||
[[File:Revive.jpg|thumb|A Gatling Groink springing back to life.]] | [[File:Revive.jpg|thumb|right|A Gatling Groink springing back to life.]] | ||
In ''Pikmin 2'' | In ''Pikmin 2'' and ''Pikmin 3'', a few enemies are known to revive after they've been killed. Once their health points reach 0, a moderately slow process of revival occurs, where the enemy's health is filled up. The creature remains "dead" throughout this process, but once its health is full, two minutes later, it will be brought back to life. When its health reaches 0 during battle, the enemy will not release a [[spirit]] like most enemies, further hinting that the creature is not completely defeated. | ||
In ''Pikmin 2'', this mechanic encourages the player to dispose of the creature by bringing it to an [[Onion]] or the [[Research Pod]], before it | In ''Pikmin 2'', this mechanic encourages the player to dispose of the creature, by bringing it to an [[Onion]] or the [[Research Pod]], before it continues attacking their Pikmin. If the enemy is killed while [[ultra-bitter spray|petrified]], it will not leave a corpse, and hence, cannot revive. Finally, the only other way to ensure an enemy does not revive is to have it fall off the floor of a [[cave]], if possible. In ''Pikmin 3'', the only way to defeat the Mysterious Life Form is when it transforms into the Plasm Wraith, at which point the player may proceed to truly defeat it. | ||
The following enemies can | The following enemies can revive after being defeated: | ||
*{{icon|Spotty Bulbear|y}} (in ''Pikmin 2'' only) | *{{icon|Spotty Bulbear|y}} (in ''Pikmin 2'' only) | ||
*{{icon|Gatling Groink|y}} | *{{icon|Gatling Groink|y}} | ||
*{{icon|Mysterious Life | *{{icon|Mysterious Life Form|y}} | ||
Interestingly, all of the enemies that can revive can also freely roam the areas they are found in. | |||
==Gallery== | ==Gallery== | ||
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HUD Leader health P1.png|[[Captain Olimar]]'s health in ''Pikmin''. | HUD Leader health P1.png|[[Captain Olimar]]'s health in ''Pikmin''. | ||
HUD Leader health P2.png|The health of the two initial leaders in ''Pikmin 2''. | HUD Leader health P2.png|The health of the two initial leaders in ''Pikmin 2''. | ||
Hocotatians.png|The icons used for [[Captain Olimar]]'s and [[Louie]]'s health in ''Pikmin 3''. | Hocotatians.png|The icons used for [[Captain Olimar]]'s and [[Louie]]'s health in ''Pikmin 3''. | ||
</gallery> | </gallery> | ||
==See also== | ==See also== | ||
*[[Day]] | *[[Day]] | ||
*[[Enemy]] | *[[Enemy]] |