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Health

Taken from old archbee docs, contains some irrelevant ECS information but is otherwise relevant and correct

Overview

Full explanation of Health and Healing mechanics: https://www.youtube.com/watch?v=6bi3hMxA3Qo

When a player hits 0 HP, they dissappear and can no longer act.

Health

Characters have a fixed Max health value that cannot be exceeded even with Healing abilities. Shields can effectively add 'health' over a characers maximum value.

Characters Health values range from 190-260 HP

Real Health

A Characters 'Real Health' is their standard Health that begins at Max HP and may gradually reach 0 upon taking damage throughout the course of a match.

There are very few ways of recovering Real Health available in the game.

Recovery Health

Once damaged, Healing abilities do not grant targets 'Real Health', instead they grant 'Recovery Health'.

Characters cannot have more than 40HP Recovery Health at any time. This means that characters who have been damaged to 100/200HP cannot be Healed by abilities to greater than 140/200 effective HP.

This mechanic effectively combats stalling and centres the game around damage breakpoints of 40 damage or more, which are most easily created via team play

Implementation

I've seen people using dynamic buffers to store all the instances of damage/healing on that tick to be played back in a lump together, in my mind this approach would work.

I've seen death handling done with cleanup components in some of the samples.

Splash Healing

All core Healing abilities exist in the M2 Ability slot M2 Healing Abilities rapidly fire ground targetted AOE heals.

These Heals are projectiles that can be effected by Reflects and Projectile Slow effects. They do not collide with Characters though.

These Heals are more or less effective depending on how close your target ally is to the centre of the circle.

Created On: Monday = this.file.cday