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'''Hit points''' are an abstraction for the amount of damage a [[monsters|monster]] or [[player]] can take before dying. When an attack succeeds, some number of hit points (determined by the type of attack, any [[armor]] worn, and a [[pseudorandom number generator|random number]]) are deducted from the target's remaining supply. Losing hit points has little effect (other than on the player's face in the [[status bar]]) until a target reaches zero hit points, at which point it dies.
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A '''hit point''' is an abstract unit for the amount of damage a [[thing]] can take before being destroyed, equivalent to one-percent of the [[player|player character]]'s initial [[health]]. When an attack succeeds, some number of hit points (determined by the type of attack, any [[Armors|armor]] worn, and a [[pseudorandom number generator|random number]]) are deducted from the target's remaining supply.
   
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Losing hit points has the following effects:
[[Barrel]]s and [[Pod]]s also have hit points, exploding when they reach zero.
 
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* The player's vision is temporarily reddened. The amount of redness increases with the damage taken; in extreme cases, such as a direct hit from a [[rocket]], the player's vision is almost totally obscured for about one second (hence the development of the [[no red cheat]]). When using "spy mode" in a cooperative [[multiplayer]] game, any redness indicates damage taken by the "spying" player.
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* A non-player may enter a [[pain state]] where it does nothing for a brief period, possibly allowing the opponent to continue attacking. This is the equivalent of the player's red screen, for monsters.
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* A character struck by a [[weapon]] is pushed a short distance in the direction of fire, again in proportion to the strength of the attack (but in inverse proportion to the victim's [[mass]]).
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* The player's [[Status bar face|face]] in the [[status bar]] may change.
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* When the target reaches zero hit points, it is destroyed (it "dies").
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The exploding [[barrel]]s in the [[classic Doom|Doom games]] and the [[pod]]s in [[Heretic]] also have hit points, exploding when they reach zero.
   
 
== Technical ==
 
== Technical ==
   
Damage inflicted by inanimate objects (such as [[crusher]]s, barrels, and [[damaging floor]]s) is determined entirely by the location of the affected character. For attacks by monsters and weapons, an additional variation is introduced by the function P_Random, which calls the pseudorandom number generator ([[Doom source code files|m_random.c]]).
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Damage inflicted by inanimate objects (such as [[crusher]]s, barrels, and [[damaging floor]]s) is determined entirely by the location of the affected character. For attacks by monsters and weapons, an additional variation is introduced by the function P_Random, which calls the pseudorandom number generator ([[Doom source code files|m_random.c]]).
   
The possible damage values of an attack form are commonly stated as a simple range (e.g., 3-24 for an [[Imp]] [[fireball]]), but the [[Wikipedia:Standard deviation|standard deviation]] of such a range depends on how many times the generator is actually called. For example, a [[bullet]] from the [[pistol]] does 5-15 points of damage, calculated by multiplying one random number (1-3) by 5. On the other hand, a [[BFG 9000#Technical|blast tracer]] from the [[BFG]] does 16-128 points of damage, calculated by summing 16 random numbers (1-8).
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The possible damage values of an attack form are commonly stated as a simple range (for example, 3-24 for a [[fireball]] from an [[imp]]), but the [[Wikipedia:Standard deviation|standard deviation]] of such a range depends on how many times the generator is actually called. For example, a bullet from the [[pistol]] does 5-15 points of damage, calculated by multiplying one random number (1-3) by 5. On the other hand, a [[BFG9000#Technical|tracer ray]] from the [[BFG]] does a hypothetical 15-120 points of damage, calculated by summing 15 random numbers (1-8).
   
Due to the periodicity of the generator, the more times it is called during a single attack, the farther its results deviate from an ideal [[Wikipedia:Normal distribution|bell curve]]. Again using the above examples, the probabilities for the bullet are very nearly uniform in real play, as expected. For the blast tracer, however, values outside the range 49-87 are not even possible, and the distribution between those values is much flatter than it would be for, say, sixteen [[Wikipedia:Dice#Standard variations|eight-sided dice]] rolled together.
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Due to the periodicity of the generator, the more times it is called during a single attack, the farther its results deviate from an ideal [[Wikipedia:Normal distribution|bell curve]]. Again using the above examples, the probabilities for the bullet are nearly uniform in real play, as expected. For the tracer ray, however, values outside the range 49-87 are not even possible, and the distribution between those values is much flatter than it would be for, say, fifteen [[Wikipedia:Dice#Standard variations|eight-sided dice]] rolled together.
   
 
== Source ==
 
== Source ==
   
* {{Wikipedia|title=Hit point}}
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{{wikipedia|title=Hit point}}
   
 
== See also ==
 
== See also ==
   
 
* [[Blood]]
 
* [[Blood]]
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* [[Non-Newtonian motion of corpses]]
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* [[Rocket jumping]]
   
 
[[Category:Doom engine]]
 
[[Category:Doom engine]]
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[[Category:Gameplay]]

Latest revision as of 01:02, 6 August 2019

A hit point is an abstract unit for the amount of damage a thing can take before being destroyed, equivalent to one-percent of the player character's initial health. When an attack succeeds, some number of hit points (determined by the type of attack, any armor worn, and a random number) are deducted from the target's remaining supply.

Losing hit points has the following effects:

  • The player's vision is temporarily reddened. The amount of redness increases with the damage taken; in extreme cases, such as a direct hit from a rocket, the player's vision is almost totally obscured for about one second (hence the development of the no red cheat). When using "spy mode" in a cooperative multiplayer game, any redness indicates damage taken by the "spying" player.
  • A non-player may enter a pain state where it does nothing for a brief period, possibly allowing the opponent to continue attacking. This is the equivalent of the player's red screen, for monsters.
  • A character struck by a weapon is pushed a short distance in the direction of fire, again in proportion to the strength of the attack (but in inverse proportion to the victim's mass).
  • The player's face in the status bar may change.
  • When the target reaches zero hit points, it is destroyed (it "dies").

The exploding barrels in the Doom games and the pods in Heretic also have hit points, exploding when they reach zero.

Technical

Damage inflicted by inanimate objects (such as crushers, barrels, and damaging floors) is determined entirely by the location of the affected character. For attacks by monsters and weapons, an additional variation is introduced by the function P_Random, which calls the pseudorandom number generator (m_random.c).

The possible damage values of an attack form are commonly stated as a simple range (for example, 3-24 for a fireball from an imp), but the standard deviation of such a range depends on how many times the generator is actually called. For example, a bullet from the pistol does 5-15 points of damage, calculated by multiplying one random number (1-3) by 5. On the other hand, a tracer ray from the BFG does a hypothetical 15-120 points of damage, calculated by summing 15 random numbers (1-8).

Due to the periodicity of the generator, the more times it is called during a single attack, the farther its results deviate from an ideal bell curve. Again using the above examples, the probabilities for the bullet are nearly uniform in real play, as expected. For the tracer ray, however, values outside the range 49-87 are not even possible, and the distribution between those values is much flatter than it would be for, say, fifteen eight-sided dice rolled together.

Source

WikipediaLogoSmall
This page uses content from Wikipedia. The original article was at Hit point. As with Doom Wiki, the text of Wikipedia is available under the GNU Free Documentation License.

See also