Editing Gauges

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In ''Kingdom Hearts'', if an enemy has more health than can be displayed in five gauges (beyond 1500 HP), such as {{ns|Game|Sephiroth}} or {{ns|Game|Hades}}, it would appear as if no damage is being dealt until the amount of their remaining HP falls below 1500.
In ''Kingdom Hearts'', if an enemy has more health than can be displayed in five gauges (beyond 1500 HP), such as {{ns|Game|Sephiroth}} or {{ns|Game|Hades}}, it would appear as if no damage is being dealt until the amount of their remaining HP falls below 1500.


From ''Kingdom Hearts II'' on, enemy HP gauges that extend beyond one bar have green, rectangular blocks beneath the current HP gauge, each one representing a full HP gauge yet to be depleted. When an enemy takes damage, the amount of damage taken first turns dark red in the HP gauge before being depleted. When an enemy with multiple HP gauges has one gauge fully depleted, the block of the next HP gauge will turn dark red before turning black, and the corresponding HP gauge is displayed. Each full HP gauge represents 200 HP. In ''[[Kingdom Hearts 358/2 Days]]'', HP gauges in [[Mission Mode]] represent 600 HP instead.
From ''Kingdom Hearts II'' on, enemy HP gauges that extend beyond one bar have green, rectangular blocks beneath the current HP gauge, each one representing a full HP gauge yet to be depleted. When an enemy takes damage, the amount of damage taken first turns dark red in the HP gauge before being depleted. When an enemy with multiple HP gauges has one gauge fully depleted, the block it represents will turn dark red before turning black, and the next HP gauge is displayed. Each full HP gauge represents 200 HP. In ''[[Kingdom Hearts 358/2 Days]]'', HP gauges in [[Mission Mode]] represent 600 HP instead.


[[File:Ursula HP Gauge KHII.png|right|250px]]
[[File:Ursula HP Gauge KHII.png|right|250px]]

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