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59 Sentences With "hit point"

How to use hit point in a sentence? Find typical usage patterns (collocations)/phrases/context for "hit point" and check conjugation/comparative form for "hit point". Mastering all the usages of "hit point" from sentence examples published by news publications.

It was created by Hit-Point, the Japanese company that released the popular game Neko Atsume, or Kitty Collector, in 2014.
Death, which comes when your hit point and radiation trackers meet, gets your character shunted back to the starting tile without their inventory.
That free shot is critical in the video, of course, because each team's Big Shiny Thing only has a single hit point left.
With a quick spin, S1mple locked onto Seized and mowed him down for the win, ending the match with only one hit point left.
Neko Atsume, which began its life as a Japanese mobile game by developer Hit-Point, is about leaving out different kinds of food and toys to attract cats.
Such is the way of Tabikaeru: Journey Frog, the latest release from Japanese developer Hit-Point, the team best-known for the addictive and adorable cat-collecting game Neko Atsume.
See, expeditions are basically Metal Gear Solid V meets Hitman, but with way fewer verbs, almost no proper nouns, and tied to the same hit-point-sponge combat that drags the core game down.
Some award Noctis with limited-use magical powers—fireworks, damaging rain, thunder, and something called Meteorain, which drops glowing balls on the area and basically obliterates anything with a hit point or many to its name.
While Hit-Point has not responded to inquiries about whether or not it intends to develop versions of the game in other languages, the company did put out an English update for "Neko Atsume" in 2015.
And while the game shows hit point counters when you attack a monster by default, you can turn those off if you'd prefer to rely on blood splashes and animations to know how much damage you're doing, as was the case in previous games.
Playing with others involves a lot of yelling about where those special enemies are coming from and trying to figure out how you can get your allies, who are all invariably doing something other than what they should be at any given moment, to save you from the god damn Raven Man who is screaming in your face and eating every singly hit point you have.
During some moments, flashing enemies will appear. Shooting them will recover a hit point.
When a level finishes, a green ship refills the player's ship's fuel. Occasionally, a red ship appears. It not only refills fuel, but it can recover one hit point.
Should either character die, the other can visit a shrine and pay for resurrection. Unlike typical platform games, both characters can survive some damage as they have hit point bars.
Each gives ten shots. Extra lives and continues are scattered around the levels. Also, there are various power-downs that take one hit point away. These include small black bombs, a time bomb, and a cake with dynamite.
Although the Codex Belli itself doesn't specify any rules for counting hits, two variants have become widely accepted at German events. These variants differ only in how many hit points an unarmoured combatant (e.g. someone wearing a gambeson, padded vest, or no armour at all) starts out with. Some groups prefer setting that default to a single hit point, which leads to shorter battles and strongly favours chainmail, which grants the wearer one additional hit point, or plate armour, which grants the wearer two or more hit points, usually depending on whether it is a half-plate or full plate.
A result of 1 counts as two failures, while a result of 20 is automatic success and the character regains 1 hit point. A fellow player may attempt to stabilize their companion using a medicine skill check, or use more advanced healing options.
Each location on a standard human has one hit point and if damaged must be healed before being able to be used again. Wounds to the head or body are known as lethal wounds, which cause unconsciousness and lead to death if untreated.
Taz jumps, spins, flips switches and picks up items. By spinning and colliding with an enemy, Taz can defeat his enemies and dig into the ground. Taz starts with 12 hit points. If he touches an enemy when not spinning, he loses one hit point.
Characters have a total hit point pool segmented into health levels; each health level of damage incurred imposes a wound penalty to certain actions. Characters also have a number of 'weariness' levels; extended or intense activity can result in penalties to certain actions based on the number of weariness levels lost.
The game uses two gauges to measure the protagonist's health: hit points and vitality. The vitality gauge constantly drains during gameplay. If it empties, the hit point gauge will begin to drain. Both gauges can be refilled by eating various forms of flesh and hearts to restore hit points and vitality respectively.
The next hit causes Gadget to lose a life. Additional coats are hidden in breakable bricks and can be acquired to restore his second hit point. Gadget's primary weapons are his extendable limbs, which can be used to punch and kick enemies. A power-up allows Gadget to extend the maximum reach of his limbs.
0 was released on December 22, 2017. This version added one new common cat and more toys. In September 2017, developer Hit-Point announced Neko Atsume VR, a virtual reality version of the game available for the PlayStation 4 video game console. It supports the PlayStation VR headset and was released in Japan on May 31, 2018.
Pre-rolled PCs are included for a quick start, and a pull-out Combat Sequence Table is included on the Player Reference Sheet. Also provided are a few recommended rules, adaptations, and clarifications, such as giving beginning PCs no less than a minimum number of hit points at 1st level to avoid starting a character at one hit point.
The Kiloblaster can collect certain items for aid. An apple restores a hit point, otherwise boosts the player's score if hit points are maxed out. A banana boosts the player's score. A strawberry temporarily summons two or four wingmen, miniature ships that fire the same projectiles as the player (except for smaller missiles) and are destroyed by a single enemy shot.
These automations cover almost every action available in the game client. When a bot program is running, it continuously reports the latest information and the current status of the game, e.g., a character's location, the current action, the “hitpoint, and information about nearby monsters. Openkore allows users to give commands anytime, regardless of the prearranged actions by scripts, i.e.
Introduced in 3rd edition, psychic warriors are a blend between Fighters and Psions. Like fighters, they gain bonus feats, and like Psions, they wield psionic powers, though at a slower rate than either specialized class. Their attack bonus and hit point growth is similarly in the middle. Psychic warrior is the favored class of half-giants (found in the Expanded Psionics Handbook).
The title is a side-scrolling 2D platform game. The player controls Yooka, a male chameleon, and Laylee, a female bat, to complete various levels. In these levels, the objective is to collect quills and T.W.I.T. coins, as well as to free a member of the "Beetalion". The members of the Beetalion each give Yooka and Laylee an extra hit point for use on the final level.
At the cost of one hit point each, he can also fire waves of energy from his chest; these are much broader than machine gun shots, do 16 times the damage, and can hit multiple enemies in a single blast. The last boss in the game is based on the Flatwoods monster, a supposed space alien seen in Flatwoods, West Virginia on September 12, 1952.
A creature with hit points between −1 and −9 is unconscious, and loses one hit point a round. The character has a 10% chance of stabilizing, which will stop the loss of hit points but will keep the character unconscious. Other characters can stop this loss of life through a successful heal check. If a character or creature reaches −10 hit points, it dies.
Exposé recorded a 2011 version of their hit "Point Of No Return" working with dance producer Giuseppe D. and Chris Cox. The cd single was released on June 20, 2011. The group released a single for Christmas called "I Believe In Christmas (Like It Use To Be)" in December, 2011 co-written by Adam Gorgoni, Jeanette Jurado and Shelly Peiken. Proceeds of the single went to the Wounded Warrior Project.
Using the character sheet to cross-reference their action with that of their opponent, players then turn to a specific entry in the book they are holding in order to determine the results. These effects may include hit point loss (i.e., a wound), as well as any restrictions on the opponent's next move (which is read aloud to them). The first character to reduce their opponent to zero hit points wins.
The final battle of each Quest Mission features a Boss monster that has a moving critical hit point. Monster Strike also offers co-operative play for up to 4 players. Quests in the game are divided into Solo and Co-Op and then Normal and Event. Event Quests are only available for limited periods of time and often feature rare monsters that are powerful or that can be used in the Ascension of other monsters.
A hit from a weapon does not decrease a "hit point" total, but instead disables the location struck. A blow to the arm or leg disables the limb and a blow to the torso kills the player's character. Any combination of 2 limb shots also kills the player's character. Two limb shots to the same arm is also considered a death, while multiple shots to the same leg have no effect after the first shot.
The RuneQuest combat system has a subsystem for hit location. Successful attacks are normally allocated randomly (or can be aimed) to a part of the target's body. In RuneQuest, a hit against a character's leg, weapon arm, or head has specific effects on the game's mechanics and narrative. This was an innovative part of the game's combat system and helped to separate it from the more abstracted, hit-point-based combat of competitors such as Dungeons & Dragons.
On the 23 February 1945, at approximately 14:00, Point Pleasant Park was sailing independently approximately north west of Cape Town, South Africa, when U-510, skippered by Kapitänleutnant Alfred Eick, found her. U-510 was en route to Germany with a load of tungsten from the Far East when she encountered Point Pleasant Park. U-510 fired on Point Pleasant Park at . A torpedo from U-510 hit Point Pleasant Park in the area of the quarters for the engine-room crew.
An accuracy rank ("Perfect", "Good" or "Bad") indicates the potency of the effect. These include additional damage specific to certain types of monsters or their magic element, hit point or mana absorption, status ailments, or being able to steal items. Even if awarded a "Perfect", a character can still miss the attack altogether. These rings are created by synthesizing "components", and can be upgraded into more accurate, or more potent versions; advanced rings can be made by combining two or more rings at a special vendor.
The higher level scenarios fully challenge the powers of the players: Scout ahead, guard your flanks, support each other, or you don't get out alive!" He continued: "However, each scenario is only slay- monsters-rake-in-etc. The low level scenarios are too short, the AD&D; hit point system brings low-level characters instant death or instant victory, and treasure is far too generous for what the characters accomplish." Pehr concluded the review by saying "AD&D; is billed as a role-playing game.
Travel Frog has remained No.1 in the free game category on the Chinese app store for more than two weeks in January, 2018, by which time the Chinese translation was not even available yet and the game was presented in Japanese. On April 2, 2018, Alibaba Group announced that it had cooperated with Hit-Point Co.,Ltd and obtained an authorized agent to issue the official Chinese version of "Traveling Frog", and will launch Chinese-style game content. The Chinese version of the frog eating steamed buns is going online.
Hit points (HP) are a measure of a character's vitality or health; they are determined by the character's class or race, and Constitution score. Hit points are reduced whenever a character takes damage. In the original D&D; game a character died when his/her hit point total reached 0. First edition AD&D; introduced an optional rule in which a character died when his/her hit points reached -10, with beings falling unconscious at 0 HP, and creatures reduced to negative HPs continue to lose HPs due to bleeding, etc.
Stronghold does not use a rock paper scissors system for game balance, instead opting for a "soft- counter" system. Combat in Stronghold is based on a strength and hit point system. There are a variety of unit types in the game, with each successive unit being stronger, and hence more expensive, than the preceding unit, in general. Even though the expensive units are stronger in combat, all units have abilities that are necessary to defend the castle, both melee units (such as the basic spearman and the stronger swordsman), and ranged units such as archers.
Levels contain obstacles such as corkscrews, loop-the-loops, hills, ramps, and rock walls. The player fights a miniboss in the middle of each level and a main boss at the end, after which the story is advanced by cutscenes. Because of its aesthetics, level design, and fast-paced gameplay, Freedom Planet has been compared to the Sonic the Hedgehog games released for the Sega Genesis in the early 1990s. Unlike in Sonic, the player character has a hit point meter instead of a ring-based health system.
Characters can choose special attacks to perform or spells to cast, and they can also choose to attack or cast in specific ways. Defensive casting and fighting, dealing non-lethal damage, tripping an opponent, and coup de graces are examples of particular actions in combat. Characters have a set yet semi-random number of hit points based on their level, class, and Constitution score. Upon being reduced to zero hit points, a character is staggered, and a full round action will cost him or her one hit point.
The Dragon Master—the Dragon Strike equivalent of a Dungeon Master—prepares a session by selecting a mission from the Adventure Book, locates the indicated markers and cards, then responds with monsters, traps, and treasures as the characters wander around the colorful map board. A mission must be completed within a fixed number of turns. The Dragon Master controls the actions of the monsters and non-player characters. To resolve combat, the DM compares the Attack Strength to the target's Armor Class; if the Attack Roll is higher, the target loses one Hit Point.
In some games, this is a characteristic of Yoshi's natural color, while in others it is a temporary status gained by eating certain fruit or flowers. Yoshi's of various colors appear often in multiplayer games as alternate choices, which may or may not have statistics unique from the default green color. In games where the player can ride Yoshi, he acts as an extra hit point; taking damage causes the player to be knocked off Yoshi instead of any other negative effects. This makes Yoshi start to run around haphazardly until he is remounted or falls off-screen.
After defeating the boss, the player would need to solve the twelve-piece puzzle using the pieces found throughout the level to reveal a photo of the next boss to be pursued. If the puzzle could be solved within the allotted period of time, the player would be awarded a bonus life. For every two pieces placed correctly, the player would be awarded with one extra hit point. If any of the missing pieces were missed or if the puzzle isn't solved in time, then the game will automatically piece the whole image together (without any bonuses, of course).
Amagon confronting the final boss at the end of the game Amagon encounters a variety of enemies which he can dispose of with his rifle. He also has the ability (upon collecting and then activating the Mega-Key) to transform into a larger, stronger version of himself called "Megagon". Upon transformation, Megagon is given 1 hit point for every 5,000 points he scored as Amagon (whereas a single hit from any enemy or hazard will kill Amagon). Megagon cannot use the machine gun, but instead has a punch which does eight times the damage and never runs out of ammo.
The weapons are boffer weapons (with less emphasis on realism and more emphasis on safety) but a player's physical ability, rather than game-based attributes as with other LARPs, determines the outcome allowing for a more realistic experience. Injuries are quite rare due to the stringent attention paid to safety. Contact is limited between fighters and non-weapon tactics like grappling or shield bashing are strictly prohibited. The basic combat rules are nearly identical to Dagorhir with a "limb loss" system based on hit location, in contrast to games such as NERO that are hit-point based.
Mega Man Star Force 2 is an action RPG much in the same vein as the first game. It is rendered in an isometric style (sprites, views, etc.) during field gameplay, but its battle system is three-dimensional, with the battles being viewed from behind Mega Man, and movement restricted to only left and right. Since enemies have a much larger playing field, battle evasion seems limited, but the player is given a choice of techniques like shielding and homing attacks to keep battles balanced. Mega Man's life is a simple "Hit point" (HP) numerical system.
In Halo: Combat Evolved, the player's health is measured in both hit points and a continually recharging energy shield; the sequels forgo the hit point system, although it returns in spin-offs. A Windows and Mac OS X port was later developed by Gearbox Software, and released on September 30 and November 11, 2003, respectively. A stand-alone expansion, entitled Halo: Custom Edition, was released as a Windows exclusive, and allowed players to create custom content for the game. Its sequel, Halo 2 was released on the Xbox on November 9, 2004, and later for Windows Vista on May 17, 2007.
Sora, along with his allies, both possess a Hit Point (HP) meter and a Magic Point (MP) meter, which increase as they gain experience and level up. The MP meter is divided into various segments that are used up whenever that character performs magic, with more powerful magic consuming more MP. MP can be replenished by performing melee attacks or using items. The HP meter determines the character's health, reducing whenever a character takes damage, although it can be replenished by using healing items or spells. If one of Sora's allies runs out of health, they will be knocked out temporarily until someone heals them.
Because players did not want to lose the characters they had become accustomed to, Arneson created a "hit point" system based on similar mechanics previously used in Don't Give Up the Ship and Ironclads. According to this system, each character has a certain number of hit points, which decreases with each blow dealt to them. This allows the character to survive several hits from an enemy. Some of the first computer games to use hit points are Rogue (1980), in which health is represented by a fraction,Rogue instruction manual, Epyx and Dungeons of Daggorath (1982), which includes an audible heartbeat influenced by the player character's condition.
Liam Blanchfield finally hit point number five for Kilkenny in the 43rd minute, but the response was immediate from Limerick when Casey pointed from the left. Alan Murphy took over the Kilkenny free-taking duties and fired three points for his side as Kilkenny closed the deficit to 0-14 to 0-8 with 11 minutes remaining. John Donnelly reduced the deficit to five points before a couple of quick points from placed balls from Murphy put Limerick under pressure. Gillane settled Limerick with a great score from the left before substitute Oisín O'Reilly clinched victory with a battling score after he was twice hooked in the build up.
Weapon range requires the player to think about character placement in the standard battle formation. There are three ranges from which a character can have the ability to attack: Short, Medium and Long. Short range characters are typically swordsmen who have to be placed at the front row of the six party formation, while Medium range attacks can fight from either the front or the back row, meanwhile Long range attackers can attack from both ranges but benefit more so from fighting in the back row, usually due to either their low hit point total, their low physical defence, or both. They also benefit from being able to attack either the enemy's front row or back row in combat.
The other common variant is giving unarmoured combatants three hit points, which lowers the advantage of heavy armour, especially in longer battles where armoured combatants often tire out faster than unarmoured ones because of the added weight of metal armour. Generally any hit counts as a single hit and deducts one of the victim's "lives" or "hit points", usually resulting in death in case of the single-hit variant. Some variations count hits with a projectile, such as an arrow or crossbow bolt, twice because the added range gives the victim more time to react than when having to deal with a melee attacker. Sometimes, especially in training battles, trainees with little prior experience or who haven't been in a many-against-many combat before are granted an additional hit point.
When confronted and attacked, Hakkar would cast a hit point-draining and highly contagious debuff spell called "Corrupted Blood" on players. The spell, intended to last only seconds and function only within the new area of Zul'Gurub, soon spread across the virtual world by way of an oversight that allowed pets and minions to take the affliction out of its intended confines. By both accidental and then purposeful intent, a pandemic ensued that quickly killed lower-level characters and drastically changed normal gameplay, as players did what they could do to avoid infection. Despite measures such as programmer-imposed quarantines, and the players' abandoning of densely populated cities (or even just not playing the game), it lasted until a combination of patches and resets of the virtual world finally controlled the spread.
They give an example of a character being down to their last hit point in battle and the player simply making decisions to win, the character reacting regardless of their low health. They instead wanted to "toy with player agency", giving moments where the player is reminded they do not have full control of the actions of the adventurers in the party. They also sought to alter how most loot systems in role-playing games work so that the player was not always focused on finding the best gear for the characters but instead working to support their characters. Bourassa and Sigman were aware that these facets may turn players away from the game due to the difficulty and inability to have full control, but continued to stay true to their vision of the game.
Some enemies did not damage the character's hit points but instead their other statistics, and "dying" due to a non-hit-point statistic score falling to zero resulted in quite interesting death sequences. All values could be improved to the required solution values by gaining experience levels, eating or drinking certain foods or magical items, or wearing or using certain objects. Every playthrough of the game was different, due to procedural generation of maze-like dungeon areas, and many items that could actually unlock puzzles were semi-randomly placed. Puzzles for which the easiest solution was disallowed by a low statistic required either raising that statistic through items and exploration, or alternate solutions not dependent on player scores, with some of these solutions quite obscure and/or requiring wide-ranging map traversal.
As Vladimir Bukovsky and Semyon Gluzman point out, it is difficult for the average Soviet psychiatrist to understand the dissident's poor adjustment to Soviet society. This view of dissidence has nothing surprising about it—conformity reigned in Soviet consciousness; a public intolerance of non- conformist behavior always penetrated Soviet culture; and the threshold for deviance from custom was similarly low. An example of the low threshold is a point of Donetsk psychiatrist Valentine Pekhterev, who argues that psychiatrists speak of the necessity of adapting oneself to society, estimate the level of man's social functioning, his ability to adequately test the reality and so forth. In Pekhterev's words, these speeches hit point-blank on the dissidents and revolutionaries, because all of them are poorly functioning in society, are hardly adapting to it either initially or after increasing requirements.

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