Health: Difference between revisions
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==Leaders== | ==Leaders== | ||
The health of leaders is represented on the bottom-left corner of the screen | The health of leaders is represented as a wheel on the bottom-left corner of the screen in {{p1}}, {{p2}}, and {{p3}}, and as a horizontal bar at the centre of the left edge of the screen in {{p4}}. | ||
Enemy attacks, hazards, and other sources of damage | Enemy attacks, hazards, and other sources of damage will not only deplete a leader's health, but also stun them temporarily. While this state generally also confers some invincibility, it means they may be unable to get themselves and their Pikmin out of further harm's way. | ||
* | * Minor damage will simply stun the leader for a fraction of a second. | ||
* | * Stronger damage also applies knockback, sending the leader away and knocking them to the ground, where it can take a second or two to get up. In some games, [[Button mashing|rapidly twirling the control stick]] will make them get up faster. | ||
* | * [[Crushing]] damage will flatten the leader and stun them for several seconds. | ||
* In {{p4}}, some sources of damage can cause the leader and their Pikmin to be knocked off [[Oatchi]] or [[Moss]] if they were riding them. | |||
If a leader runs out of health, they will be transported back to the base, and left in an incapacitated state. In all games except {{p4}}, the leader is not usable for the rest of the day. Any Pikmin in their squad are left where they were. If this happens to all leaders present, the day ends prematurely, and all Pikmin in the field are lost. | |||
{{game help|p4|Verify if running out of health in Dandori Battle counts as a loss. Also verify what happens when only one leader runs out of health.}} | |||
In challenge modes, running out of health simply ends the challenge as a failure. In [[2-Player Battle]] and [[Bingo Battle]], if one leader runs out of health, they lose and the other side wins; if both sides run out of health simultaneously, it's a draw. In [[Dandori Battle]], the leader will reappear with full health at their team's Onion after a short delay. | |||
===''Pikmin''=== | |||
* [[Captain Olimar]] can be healed to full health at will by standing in the colored lights of the [[S.S. Dolphin]] and pressing {{button|gc|a|wii|a|switch|a}}. | |||
* There is a unique [[Olimar's voyage log#Olimar is down|voyage log]] for a day that is ended by running out of health. | |||
===''Pikmin 2''=== | |||
* If all leaders are downed while in a [[cave]], all treasures collected during the current run through the cave are lost and returned to their original positions. | |||
* Surviving leaders are restored to full health upon entering or leaving a cave. | |||
* When controlling a leader with less than half of their health remaining, the tempo of the background [[music]] will be reduced to 70% of the usual. This does not happen in Challenge Mode. | |||
* When a leader takes damage, an extremely strong and fast vibrato is applied to the leading instruments of the background music for a moment. | |||
* There are two minor glitches related to a leader losing all of their health: [[Glitches in Pikmin 2#Ghost 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. | |||
===''Pikmin 3''=== | |||
* There is no method to restore a leader's health during a day. A new day must begin to restore a leader's health. | |||
* A knocked-out leader's icon next to their health wheel changes to a sad expression, a large cross is overlaid on top of it, and it becomes entirely gray. | |||
===''Pikmin 4''=== | |||
* The use of traditional health bars rather than wheels better displays the effects of the [[Gear#Air Armor|Air Armor]] and [[Gear#Tuff_Stuff|Tuff Stuff]] upgrades. | |||
* Some items can heal leaders: specifically, the [[Emergency Kit]] can heal the [[Rookie Rescue Officer]] or Olimar and is automatically used if their health is depleted, while [[Scrummy Bone]]s will not only heal [[Oatchi]] or [[Moss]] but also provide additional temporary health if they are already at full health, represented by a golden addition to their health bar. | |||
* If Oatchi or Moss are affected by an elemental hazard, their health will continuously deplete until they are cured of it. Similarly, standing on a [[Sizzling Floor]] will deal continuous damage to any leader who stands on it if they are not equipped with the [[Scorch Guard]] upgrade. | |||
* Defeated leaders are not permanently out of commission, but instead slowly regain health while lying at the base. They may be roused at any time by the other leader via pressing {{button|switch|a|switch|facer}} next to them, which will interrupt the regeneration wherever it was. Leaving a cave floor will also rouse the leader. Allowing the leader to regenerate to full health has no additional benefit besides the amount of health, and they do not revive automatically. | |||
* If all leaders are down, the game offers the chance to [[Rewind Time]], or to restart a [[night expedition]]. Only if this is declined does the day/night end prematurely. | |||
==Pikmin== | ==Pikmin== |