Editing Gauges

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Enemy HP gauges are displayed on-screen either automatically or when the [[Scan]] ability is equipped. In ''Kingdom Hearts'', enemy HP gauges appear at the top-left of the screen; in subsequent games, they appear at the top-right.  
Enemy HP gauges are displayed on-screen either automatically or when the [[Scan]] ability is equipped. In ''Kingdom Hearts'', enemy HP gauges appear at the top-left of the screen; in subsequent games, they appear at the top-right.  


In ''Kingdom Hearts'' and ''Kingdom Hearts Chain of Memories'', enemy HP Gauges that extend beyond a single gauge have differently-colored bars layered on top of each other that must be depleted one at a time. In ''Kingdom Hearts'', each full HP gauge represents 300 HP, and the colored layers are represented from the lowest to the highest HP gauge as follows: green → yellow → orange → pink → purple. In ''Kingdom Hearts Chain of Memories'', each full HP gauge represents 560 HP, and the colored layers are represented from the lowest to the highest HP gauge as follows: green → blue → yellow → red.
In ''Kingdom Hearts'' and ''Kingdom Hearts Chain of Memories'', enemy HP Gauges that extend beyond a single gauge have differently-colored bars layered on top of each other that must be depleted one at a time. In ''Kingdom Hearts'', each full HP gauge represents 300 HP, and the colored layers are represented from the lowest to the highest HP gauge as follows: green → yellow → orange → pink → purple. In ''Kingdom Hearts Chain of Memories'', each full HP gauge has 560 HP, and the colored layers are represented from the lowest to the highest HP gauge as follows: green → blue → yellow → red.


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 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 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.
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In ''Kingdom Hearts'', the MP Gauge is positioned around the outside of the HP Gauge. It is segmented, with a thin, yellow '''Charge Gauge''' running along its outside edge. When a character's maximum MP is increased, whether by leveling up or equipping certain weapons, a segment is added to the MP gauge. Striking enemies or specific targets fills the yellow gauge, as does being struck while having [[MP Rage]] equipped and picking up MP orbs (which each specific occurrence filling up various amounts). When the Charge gauge is filled up through the first empty segment in the main gauge, the segment, representing 1 MP, is filled, and the Charge gauge is reset. This means it is easier to fill the first couple segments of the MP gauge than the last. The amount of Charge Gauge filled by attacking enemies is calculated based on the enemy's MP recovery value and Sora's level.<!--(MP recovery value - Sora's level + 5) * 0.2 * Attack's Charge Value (Regular attack = 3, Combo finish/Beast's Ground Claw = 6, Counterattack = 24). MP Haste increases the +5 to +15. Number is rounded down, with 1 being the lowest. The amount can't exceed (Attack Charge Value * 3)-->
In ''Kingdom Hearts'', the MP Gauge is positioned around the outside of the HP Gauge. It is segmented, with a thin, yellow '''Charge Gauge''' running along its outside edge. When a character's maximum MP is increased, whether by leveling up or equipping certain weapons, a segment is added to the MP gauge. Striking enemies or specific targets fills the yellow gauge, as does being struck while having [[MP Rage]] equipped and picking up MP orbs (which each specific occurrence filling up various amounts). When the Charge gauge is filled up through the first empty segment in the main gauge, the segment, representing 1 MP, is filled, and the Charge gauge is reset. This means it is easier to fill the first couple segments of the MP gauge than the last. The amount of Charge Gauge filled by attacking enemies is calculated based on the enemy's MP recovery value and Sora's level.<!--(MP recovery value - Sora's level + 5) * 0.2 * Attack's Charge Value (Regular attack = 3, Combo finish/Beast's Ground Claw = 6, Counterattack = 24). MP Haste increases the +5 to +15. Number is rounded down, with 1 being the lowest. The amount can't exceed (Attack Charge Value * 3)-->


The [[MP Haste]] ability increases the rate at which MP is recovered, while touching a [[Save Point]] fills the MP gauge but drains the Charge gauge (or does not affect the Charge Gauge amount at all when at full base MP). Using an [[Ether]] or [[Mega-Ether]] fills 3 MP for one or all party members, respectively, and using an [[Elixir]] or [[Megalixir]] completely fills the MP gauge for one or all party members, respectively. Magic costs anywhere from a segment of the Charge gauge to 1 or 2 MP, depending on the type, certain action abilities cost 1 MP, and special abilities cost 2 or 3 MP. [[Trinity Limit]] requires at least 3 bars of MP and uses up the entire MP gauge for all party members in the battle.  
The [[MP Haste]] ability increases the rate at which MP is recovered, while touching a [[Save Point]] fills the MP gauge but drains the Charge gauge. Using an [[Ether]] or [[Mega-Ether]] fills 3 MP for one or all party members, respectively, and using an [[Elixir]] or [[Megalixir]] completely fills the MP gauge for one or all party members, respectively. Magic costs anywhere from a segment of the Charge gauge to 1 or 2 MP, depending on the type, certain action abilities cost 1 MP, and special abilities cost 2 or 3 MP. [[Trinity Limit]] requires at least 3 bars of MP and uses up the entire MP gauge for all party members in the battle.  


In ''Kingdom Hearts'', the length of the MP gauge directly affects the strength of any magic used, as well as summon abilities. It does not affect special abilities such as Sonic Blade, as they rely on Sora's Strength stat to calculate their damage. Party members' MP gauges do not have visible Charge bars, but they function in the same way. Even then, damage ranges for offensive magic will have a limit/cap only up to 15 MP and no more.{{?}}
In ''Kingdom Hearts'', the length of the MP gauge directly affects the strength of any magic used, as well as summon abilities. It does not affect special abilities such as Sonic Blade, as they rely on Sora's Strength stat to calculate their damage. Party members' MP gauges do not have visible Charge bars, but they function in the same way. Even then, damage ranges for offensive magic will have a limit/cap only up to 15 MP and no more.{{?}}
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===Command Gauge===
===Command Gauge===
[[File:Command Gauge KHBBS.png|right|180px]][[File:Bladecharge KHBBS.png|right|180px]]
[[File:Command Gauge KHBBS.png|right|180px]]
The '''Command Gauge''' appears in ''Kingdom Hearts Birth by Sleep'', positioned above the [[Command Deck]]. The gauge is filled by inflicting damage with attack combos or Deck Commands, and it will start to empty if 4 seconds pass without the player landing an attack, or guarding against an attack. When decreasing, it will take 8.33 seconds for a full gauge to empty. Using certain commands to fill the gauge will initiate a [[Command Style]]. If a Command Style isn't triggered, or if the gauge is filled during a second-level Command Style, the Attack command will be replaced with a {{c|Finish command|bbs}}, which will stay available until used, or until the gauge empties completely. Using the Finish Command immediately reverts the gauge to its empty, base state, and it deactivates any active Command Style.  
The '''Command Gauge''' appears in ''Kingdom Hearts Birth by Sleep'', positioned above the [[Command Deck]]. The gauge is filled by inflicting damage with attack combos or Deck Commands, and it will start to empty if several seconds pass without the player landing an attack. Using certain commands to fill the gauge will initiate a [[Command Style]], allowing the gauge to be filled an additional time. If a Command Style isn't triggered, or if the gauge is filled during a second-level Command Style, the Attack command will be replaced with a {{c|Finish command|bbs}}, which will stay available until used, or until the gauge empties completely. Using the Finish Command immediately reverts the gauge to its empty, base state, and it deactivates any active Command Style.


Each attack has a specific amount at which the Command Gauge increases. If an attack hits multiple enemies, or the same enemy more than once, the amount at which the gauge increases is halved for each hit from the second hit on, to a minumum increase of 1. As the Command Gauge's value goes from 0 to 100, each value equals the percentage of the gauge filled.
The Command Gauge changes to a unique appearance to reflect an active Command Style or D-Link.
 
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The Command Gauge changes to a unique appearance to reflect an active Command Style or D-Link. When activating a LV 1 Command Style, a second, blue gauge can be filled, increasing at a rate of 0.8 times. When activating a LV 2 Command Style, a third, white gauge can be filled, increasing at a rate of 0.55 times. Each [[D-Link]] has a specific rate at which the gauge fills, and has a bonus increase that can be earned by using certain attacks, or in certain conditions


===Gas Gauge===
===Gas Gauge===

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