History Main / MultipleLifeBars

11th Nov '17 4:34:33 PM FlashRebel
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* ''GuildWars2'' has the Necromaner's Death Shroud that radically modifies their abilities and adds a second layer of health that slowly decays over time when activated but prevents healing except for a few specific Necromancer traits that give gradual healing. The ''Path of Fire'' expansion adds the Barrier mechanic, used mainly by the Scourge and Weaver elite specializations, that adds temporary health that decays very rapidly and cannot exceed half the recipient's maximum health.
31st Oct '17 11:51:39 PM BobRiddle
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* In ''VideoGame/NarutoNinjaCouncil'', both the player and bosses have three life bars.
27th Aug '17 2:05:44 PM WillyFourEyes
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* In the ''VideoGame/DynastyWarriors franchise, several games feature boss characters with multiple health bars. The Arslan crossover game incorporates an "overshield" mechanic, in which an active shield protects the boss. The shield must be attacked and depleted before the boss characters starts to receive normal damage. In the One Piece game, boss characters' have a single health bar, split into multiple sections, which signify the different "phases" of the fight.

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* In the ''VideoGame/DynastyWarriors ''VideoGame/DynastyWarriors'' franchise, several games feature boss characters with multiple health bars. ''[[Literature/TheHeroicLegendOfArslan Arslan: The Arslan crossover game Warriors of Legend]]'' incorporates an "overshield" mechanic, in which an active shield protects the boss. The shield must be attacked and depleted before the boss characters starts to receive normal damage. In the One Piece game, ''VideoGame/OnePiecePirateWarriors'' and ''VideoGame/FistOfTheNorthStarKensRage'', boss characters' characters have a single health bar, split into multiple sections, which signify the different "phases" of the fight.
14th Aug '17 11:11:53 AM Prfnoff
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* ''Franchise/DragonBall Advanced Adventure'' uses the method of layered lifebars to indicate that much more health while conserving screen space. Even though there's health power-ups that give you more layers on your lifebar, the first fights against General Tao and King Piccolo start you with one layer when the opponent has several, the telltale sign that [[HopelessBossFight the plot's calling for Goku to get clobbered]].

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* ''Franchise/DragonBall Advanced Adventure'' ''VideoGame/DragonBallAdvanceAdventure'' uses the method of layered lifebars to indicate that much more health while conserving screen space. Even though there's health power-ups that give you more layers on your lifebar, the first fights against General Tao and King Piccolo start you with one layer when the opponent has several, the telltale sign that [[HopelessBossFight the plot's calling for Goku to get clobbered]].



* In ''VideoGame/Maplestory'', higher-leveled bosses will have multiple health bars, layered on top of each other. The different layers of the health bar are color-coded, allowing players to keep constant track of the battle.

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* In ''VideoGame/Maplestory'', ''VideoGame/MapleStory'', higher-leveled bosses will have multiple health bars, layered on top of each other. The different layers of the health bar are color-coded, allowing players to keep constant track of the battle.



* ''Earthsiege'' utilize multiple lifebars to distinguish between energy shields (which may regenerate) and armor/HP for various components, usually resulting in SubsystemDamage as your armor/HP reaches low levels.

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* ''Earthsiege'' ''VideoGame/{{Earthsiege}}'' utilize multiple lifebars to distinguish between energy shields (which may regenerate) and armor/HP for various components, usually resulting in SubsystemDamage as your armor/HP reaches low levels.
3rd Jun '17 11:07:17 PM DeeeFoo
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* In ''VideoGame/Maplestory'', higher-leveled bosses will have multiple health bars, layered on top of each other. The different layers of the health bar are color-coded, allowing players to keep constant track of the battle.


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* In the ''VideoGame/DynastyWarriors franchise, several games feature boss characters with multiple health bars. The Arslan crossover game incorporates an "overshield" mechanic, in which an active shield protects the boss. The shield must be attacked and depleted before the boss characters starts to receive normal damage. In the One Piece game, boss characters' have a single health bar, split into multiple sections, which signify the different "phases" of the fight.
20th May '17 3:05:48 PM nombretomado
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* ''TabletopGame/TheWorldOfDarkness'' tabletop [=RPGs=] (and video games based on them, such as ''VampireTheMasqueradeBloodlines'') all use a mix of SubsystemDamage and Alternate Knockout Conditions: Stun and Bashing damage merely gets converted to Lethal when it exceeds a threshold, but too much Lethal or Aggravated kills you dead.

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* ''TabletopGame/TheWorldOfDarkness'' tabletop [=RPGs=] (and video games based on them, such as ''VampireTheMasqueradeBloodlines'') ''VideoGame/VampireTheMasqueradeBloodlines'') all use a mix of SubsystemDamage and Alternate Knockout Conditions: Stun and Bashing damage merely gets converted to Lethal when it exceeds a threshold, but too much Lethal or Aggravated kills you dead.
6th May '17 1:23:48 PM BobRiddle
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* Bosses in ''VideoGame/NinjaBaseballBatman'' have two life bars.
1st May '17 11:54:48 PM patoezequiel
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* ''Videogame/LeagueOfLegends'' has a weird example in the form of Kled. He has two health bars: his own and his mount's, Skaarl. While he's mounted on Skaarl, the latter takes all the incoming damage, and any additional health from items, masteries, runes and abilities goes to Skaarl, while Kled's own health grows only by leveling up. When Skaarl's health is depleted, she runs and leaves Kled on his own, and only comes back when he charges up his courage again, regaining Skaarl's health bar on top of his own (whatever is left of it). This can happen several times on a single fight as long as Kled keeps on gaining courage by recklessl attacking the enemy, which makes Skaarl's health bar function more like a regenerating shield.

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* ''Videogame/LeagueOfLegends'' has a weird example in the form of Kled. He has two health bars: his own and his mount's, Skaarl. While he's mounted on Skaarl, the latter takes all the incoming damage, and any additional health from items, masteries, runes and abilities goes to Skaarl, while Kled's own health grows only by leveling up. When Skaarl's health is depleted, she runs and leaves Kled on his own, and only comes back when he charges up his courage again, regaining Skaarl's health bar on top of his own (whatever is left of it). This can happen several times on a single fight as long as Kled keeps on gaining courage by recklessl recklessly attacking the enemy, which makes Skaarl's health bar function more like a regenerating shield.shield for Kled than a proper health bar.
1st May '17 11:53:34 PM patoezequiel
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* ''Videogame/LeagueOfLegends'' has a weird example in the form of Kled. He has two health bars: his own and his mount's, Skaarl. While he's mounted on Skaarl, the latter takes all the incoming damage, and any additional health from items, masteries, runes and abilities goes to Skaarl, while Kled's own health grows only by leveling up. When Skaarl's health is depleted, she runs and leaves Kled on his own, and only comes back when he charges up his courage again, regaining Skaarl's health bar on top of his own (whatever is left of it). This can happen several times on a single fight as long as Kled keeps on gaining courage by recklessl attacking the enemy, which makes Skaarl's health bar function more like a regenerating shield.
24th Jan '17 8:39:06 PM BirdAlliance
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* The Zoltan Shield in ''VideoGame/FTLFasterThanLight functions much like one of these.

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* The Zoltan Shield in ''VideoGame/FTLFasterThanLight ''VideoGame/FTLFasterThanLight'' functions much like one of these.these. It blocks all incoming attacks and prevents your ship from hacking, boarding and mind controlling. The standard shield [[RegeneratingShieldStaticHealth cannot block missiles but slowly recharges. When damaged, your ship takes hull damage and the system hit takes SubsystemDamage.
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