History Main / MultipleLifeBars

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.
12th Dec '16 8:38:51 AM erforce
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* The FinalBoss of ''VideoGame/ClockTower 3''. This is quite jarring because no other boss had these, so seeing his death count translate to ''three full-sized health bars'' may have caused quite an OhCrap.

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* The FinalBoss of ''VideoGame/ClockTower 3''.''VideoGame/ClockTower3''. This is quite jarring because no other boss had these, so seeing his death count translate to ''three full-sized health bars'' may have caused quite an OhCrap.
30th Nov '16 1:51:41 PM Saber15
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* The ''Videogame/MechWarrior'' series often mixes SubsystemDamage with multiple life bars like [[Tabletopgame/BattleTech its source material]]. Mechs are split between multiple distinct zones (such as legs) which have their armor healthbar and internal structure healthbar. Stripping the armor of a section exposes the internal structure, allowing successive hits to damage the internals and individual components such as weapons. Blast through the internal structure and the entire limb or section is destroyed. A mech is only destroyed if it loses the center torso, [[SnipingTheCockpit cockpit]], or in some games both legs.
25th Nov '16 9:34:38 PM nombretomado
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* Some TabletopRPG systems (''TabletopGame/{{Shadowrun}}'' and ''[[{{Champions}} Hero System]]'' being prominent examples) differentiate stun damage and physical injury and keep track of them separately. Running out of either will knock you out, but recovering from injury is long and hard, while stun damage clears after a short rest.

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* Some TabletopRPG systems (''TabletopGame/{{Shadowrun}}'' and ''[[{{Champions}} ''[[TabletopGame/{{Champions}} Hero System]]'' being prominent examples) differentiate stun damage and physical injury and keep track of them separately. Running out of either will knock you out, but recovering from injury is long and hard, while stun damage clears after a short rest.
2nd Nov '16 10:38:18 PM BattleMaster
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* ''VideoGame/RaptorCallOfTheShadows'' has this for the ''player''. Each set of purchasable shields effectively gives the player an extra health bar.

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* ''VideoGame/RaptorCallOfTheShadows'' has this for the ''player''. Each set of purchasable shields effectively gives the player an extra health bar. A maximum of five extra layers could be purchased from the store, but an unlimited amount could be stacked if you found them in the levels. Of course, considering how rarely they were found, if you were good enough to build up a significant stock over the normal maximum you didn't need those extra shields in the first place.
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