Editing Hit points

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Hit points of a character decrease just like [[damage]] is raised, so if an attack did 10%, it would decrease the opponent's HP by 10 points. Once the HP reaches 0, the character (or boss) will show an animation sequence of that character fainting, during which the sequence the other characters move in slow motion. In the case of Adventure mode enemies, when their HP is reduced to 0, they will be sent flying back until they pass a [[blast line]] or disappear.
Hit points of a character decrease just like [[damage]] is raised, so if an attack did 10%, it would decrease the opponent's HP by 10 points. Once the HP reaches 0, the character (or boss) will show an animation sequence of that character fainting, during which the sequence the other characters move in slow motion. In the case of Adventure mode enemies, when their HP is reduced to 0, they will be sent flying back until they pass a [[blast line]] or disappear.


In terms of game coding, HP in Stamina battles is equal to a negative damage value — that is, an HP displaying as 123 HP is actually a damage of -123%. In the same way that damage is displayed as an integer but tracked as a decimal (so a damage of 14.6% is reported as 14%), HP is also rounded down — although as it is considered negative, it is rounded up (using the floor function in math), so a value of 14.6 HP would be displayed as 15 HP; this has the side effect of any HP value between 0 and 1 (such as 0.4) being reported as 1, so it is impossible to display a 0 if the character is not defeated. However, decimal HP is displayed in ''Ultimate''. On the other hand, HP for enemies and bosses (at least in ''Brawl'') is a positive number that is decreased on taking damage.
In terms of game coding, HP in Stamina battles is equal to a negative damage value — that is, an HP displaying as 123 HP is actually a damage of -123%. This explains why characters take minimal knockback in stamina matches until they are defeated (HP drops to 0, knockback begins to rise above 0%). In the same way that damage is displayed as an integer but tracked as a decimal (so a damage of 14.6% is reported as 14%), HP is also rounded down — although as it is considered negative, it is rounded up (using the floor function in math), so a value of 14.6 HP would be displayed as 15 HP; this has the side effect of any HP value between 0 and 1 (such as 0.4) being reported as 1, so it is impossible to display a 0 if the character is not defeated. However, decimal HP is displayed in ''Ultimate''. On the other hand, HP for enemies and bosses (at least in ''Brawl'') is a positive number that is decreased on taking damage.


==In competitive play==
==In competitive play==

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