Shared group health gives several active bodies one progress budget. Each body still has its own identity, presence, and attack state, but damage to any valid body reduces a single authoritative pool. A temporary disappearance cannot refill it; the encounter ends when that pool reaches zero, not when one body falls.
Show two targets and one shared barBoth stone bodies are present under one covenant bar. Tavi hits the left echo at 0.80 seconds: one accepted event subtracts 28 points from the shared 100 while Kern signals a sweep.
Both stone bodies are present under one covenant bar. Tavi hits the left echo at 0.80 seconds: one accepted event subtracts 28 points from the shared 100 while Kern signals a sweep.
Define group and body IDs, damage attribution, individual presence, shared-pool maximum and display, duplicate-hit policy, absence and return, zero-health priority, pending attacks, completion once, retry reset, accessibility, and telemetry.
Core checks
Three questions for the mechanic
Which state is shared and which stays local?
Store one encounter pool with a stable group ID. Give each body its own ID, active/absent state, pose, hitbox, and action queue. A valid hit on either active hitbox submits one event to the pool; an absent body cannot be hit unless explicitly authored. A local disappearance is not a new health phase.
How does a hit remain readable?
Flash the struck body and animate the same labeled bar for either source. Preserve that bar while a body leaves and returns. Keep body presence and pool progress separate in the UI, expose invulnerability before it matters, and telegraph the survivor's lane before damage starts.
When does the group finish?
Apply damage once per event ID, clamp at zero, and make zero health outrank simultaneous return or queued attacks. Stop all bodies, cancel pending spawns, and issue one completion grant. On retry create a new attempt ID, reset the full pool and original roster, then replay the same deterministic timeline.
Design mistakes
Two bars imply two separate budgets
If each body appears to refill the encounter, target selection becomes misleading. Display a single group bar with a stable label and use local body cues only for presence, stagger, or temporary down states.
Repeated hit or return changes the ledger twice
A multihit animation or duplicate callback can spend the same event twice; a reappearing body may copy its own maximum into the group. De-duplicate by attempt and event ID, and keep return from mutating the shared pool.
Tuning
Tune the attack
Tune target choice against pressure
Compare access to each body, travel time, attack overlap, stagger opportunity, and damage rate. A shared pool permits target switching, but one easy stationary body must not trivialize the two-body pressure test.
Keep progress visible through absence
Hold the group bar in one screen position when a body disappears. Use a silhouette, seal, or text to show temporary absence rather than death; on return, do not play a health-refill cue.
Test event ordering and cleanup
Simulate two hits in one frame, repeated event IDs, a hit as a body leaves, zero health as a return starts, disconnect, and retry. Record group ID, attempt ID, source body, accepted damage, pool before and after, presence, and completion count.
Arena
One stone covenant binds two forms
Tavi's blade chips the echo, yet the shared rune above both bodies dims. The echo sinks into the floor and rises again while Kern holds the same weakened seal. The last strike extinguishes both figures at once.
Player upgrades
Make the single budget explicit without sight or sound
Label the shared bar, announce accepted damage and body departures in text, use shape and pose as well as color, provide a full-body clear lane, and keep the bar stable in reduced motion and narrow layouts.
Do not confuse this with
One pool is not partner revival
Partner revival restores a fallen entity's local life under a cast rule. Shared group health keeps encounter progress in one pool even as bodies come and go; returning presence does not itself add group health. A game can combine both systems, but their ledgers and completion authority remain distinct.