Editing Gauges
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{{Game|KH1|FM1|COM|REC|KH2|FM2|BBS|FMB|358|KHC|RCO|DDD|DHD|KHX|UCX|KH3|3RM | {{Game|KH1|FM1|COM|REC|KH2|FM2|BBS|FMB|358|KHC|RCO|DDD|DHD|KHX|UCX|KH3|3RM}} | ||
{{cleanup|Fill in stubs; condense sections as necessary; add and fill out sections for all gauges not already listed in this article}} | {{cleanup|Fill in stubs; condense sections as necessary; add and fill out sections for all gauges not already listed in this article}} | ||
In order to allow the player to monitor their status at a glance, the ''Kingdom Hearts'' series of games traditionally uses a set of extra-canonical '''gauges''' which display, proportionally, how much of a certain statistic that a character retains. Most of these gauges are tied to the player character, whose prowess can be improved by either extending the gauge or equipping abilities and bonuses that modify the rates at which the gauges drain or fill. Gauges are also used to depict the progress a player is making within a mission, whether they depict the completion of a mini-game, the integrity of a character or object to be protected, or the remaining strength of an enemy. | In order to allow the player to monitor their status at a glance, the ''Kingdom Hearts'' series of games traditionally uses a set of extra-canonical '''gauges''' which display, proportionally, how much of a certain statistic that a character retains. Most of these gauges are tied to the player character, whose prowess can be improved by either extending the gauge or equipping abilities and bonuses that modify the rates at which the gauges drain or fill. Gauges are also used to depict the progress a player is making within a mission, whether they depict the completion of a mini-game, the integrity of a character or object to be protected, or the remaining strength of an enemy. | ||
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In every game but ''Kingdom Hearts 358/2 Days'', the player character's HP Gauge will increase in length when their maximum HP increases, whether upon gaining a level or receiving a bonus. In ''Kingdom Hearts Chain of Memories'', once the HP Gauge reaches beyond the length corresponding to 280 HP, the green HP bar is overlaid by a second, blue bar, which will be depleted before the green bar when damage is taken. In ''Kingdom Hearts'', a party member's HP gauge increases in length when maximum HP increases, but in subsequent games it does not. | In every game but ''Kingdom Hearts 358/2 Days'', the player character's HP Gauge will increase in length when their maximum HP increases, whether upon gaining a level or receiving a bonus. In ''Kingdom Hearts Chain of Memories'', once the HP Gauge reaches beyond the length corresponding to 280 HP, the green HP bar is overlaid by a second, blue bar, which will be depleted before the green bar when damage is taken. In ''Kingdom Hearts'', a party member's HP gauge increases in length when maximum HP increases, but in subsequent games it does not. | ||
Enemy HP gauges are displayed on-screen when the [[Scan]] ability is equipped, except in ''Kingdom Hearts Chain of Memories'', where they are displayed automatically. 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 bar have differently-colored bars (green->yellow->orange->pink->purple in ''Kingdom Hearts'', and green->blue->yellow->red in ''Kingdom Hearts Chain of Memories'') layered on top of each other that must be depleted one at a time. Each full bar represents 300 HP for ''Kingdom Hearts'' enemies, and 560 HP in ''Kingdom Hearts Chain of Memories''. If an enemy in ''Kingdom Hearts'' had more health than could be displayed in five bars (beyond 1500 HP) such as {{ns|Game|Sephiroth}}, it would appear as if no damage was being dealt, until the amount of remaining health fell to below 1500. Starting with the release of ''Kingdom Hearts II'', enemy HP gauges that extend beyond one bar have green, rectangular blocks beneath the current HP bar, each one representing a full HP bar yet to be depleted, with each full bar representing 200 HP in most games. | |||
Enemy HP gauges are displayed on-screen | |||
During [[Ursula's Revenge]] in ''Kingdom Hearts II'', Ursula has her own unique health bar which is depleted by hitting correct notes. | |||
During [[Ursula's Revenge]] in ''Kingdom Hearts II'', Ursula has her own unique health | |||
===MP Gauge=== | ===MP Gauge=== | ||
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The '''MP Gauge''', which appears in ''Kingdom Hearts'', ''Kingdom Hearts II'', ''[[Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-]]'', and ''Kingdom Hearts III'', measures a character's ability to use [[magic]] and special abilities. | The '''MP Gauge''', which appears in ''Kingdom Hearts'', ''Kingdom Hearts II'', ''[[Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-]]'', and ''Kingdom Hearts III'', measures a character's ability to use [[magic]] and special abilities. | ||
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. | 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 [[MP Haste]] ability increases the rate | The [[MP Haste]] ability increases the rate 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. | ||
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. | |||
In ''Kingdom Hearts II'', ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', and ''Kingdom Hearts III'', the MP gauge is redesigned and relocated, reflecting the revamped Magic system introduced in ''Kingdom Hearts II''. The main character's gauge is a rectangular bar, located to the left of the profile sprite, just under the Drive gauge and overlapping the HP gauge in ''Kingdom Hearts II'', or directly above the HP gauge in other games. The length of the bar increases like the HP bar through Bonus Levels from certain boss fights, such as with Scar and the first fight with | In ''Kingdom Hearts II'', ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', and ''Kingdom Hearts III'', the MP gauge is redesigned and relocated, reflecting the revamped Magic system introduced in ''Kingdom Hearts II''. The main character's gauge is a rectangular bar, located to the left of the profile sprite, just under the Drive gauge and overlapping the HP gauge in ''Kingdom Hearts II'', or directly above the HP gauge in other games. The length of the bar increases like the HP bar through Bonus Levels from certain boss fights, such as with Scar and the first fight with Xemnas. | ||
Using most magic, Limit commands, and party member abilities depletes a portion of the MP gauge, and using [[Cure]] magic or activating a [[Limit]] (except in certain battles) depletes the gauge completely. Magic will only expend whatever is available of its set MP cost when cast, so spells can still be cast even if the remaining MP is less than the spell's MP cost. This can be disabled by the player for spells that do not use all MP to activate, making the spells not be able to be cast if the character would end up below zero MP, preventing accidentally running out of MP needed for a Cure magic or other similar casting. This can't be activated for spells that use all MP, as otherwise those spells could not be cast. Spells that cost more MP than remaining appear with orange text in the command menu. | Using most magic, Limit commands, and party member abilities depletes a portion of the MP gauge, and using [[Cure]] magic or activating a [[Limit]] (except in certain battles) depletes the gauge completely. Magic will only expend whatever is available of its set MP cost when cast, so spells can still be cast even if the remaining MP is less than the spell's MP cost. This can be disabled by the player for spells that do not use all MP to activate, making the spells not be able to be cast if the character would end up below zero MP, preventing accidentally running out of MP needed for a Cure magic or other similar casting. This can't be activated for spells that use all MP, as otherwise those spells could not be cast. Spells that cost more MP than remaining appear with orange text in the command menu. | ||
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While Riku is in his standard form, the DP Gauge is blue, as is the DP counter to its left. During Dark Mode, the gauge and the counter turn white. The gauge is also accompanied by a [[Symbols in the Kingdom Hearts series#Heartless|Heartless symbol]], which becomes a white letter "D" during Dark Mode. | While Riku is in his standard form, the DP Gauge is blue, as is the DP counter to its left. During Dark Mode, the gauge and the counter turn white. The gauge is also accompanied by a [[Symbols in the Kingdom Hearts series#Heartless|Heartless symbol]], which becomes a white letter "D" during Dark Mode. | ||
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==''Kingdom Hearts Re:Chain of Memories''== | |||
===Monstro's Belly Brawl gauge=== | ===Monstro's Belly Brawl gauge=== | ||
[[File:Monstro's Belly Brawl Gauge KHRECOM.png|right]] | [[File:Monstro's Belly Brawl Gauge KHRECOM.png|right]] | ||
While playing the [[Monstro's Belly Brawl]] mini-game, a gauge appears on the right of the screen. It increases with every Heartless defeated and decreases with every second the player doesn't defeat a Heartless. The mini-game is complete when the gauge is filled and all remaining Heartless are destroyed. If the gauge becomes empty, Sora leaves the Key to Truth room and must return to try again. In ''[[Kingdom Hearts Re:Chain of Memories]]'', a time limit to fill up the gauge is set to two minutes. | While playing the [[Monstro's Belly Brawl]] mini-game, a gauge appears on the right of the screen. It increases with every Heartless defeated and decreases with every second the player doesn't defeat a Heartless. The mini-game is complete when the gauge is filled and all remaining Heartless are destroyed. If the gauge becomes empty, Sora leaves the Key to Truth room and must return to try again. In ''[[Kingdom Hearts Re:Chain of Memories]]'', a time limit to fill up the gauge is set to two minutes. | ||
<!--Needs proper name.--> | <!--Needs proper name.--> | ||
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===Balloon Glider Gauge=== | ===Balloon Glider Gauge=== | ||
[[File:Balloon Glider Gauge KHRECOM.png|right|40px]] | [[File:Balloon Glider Gauge KHRECOM.png|right|40px]] | ||
The Balloon Glider Gauge <!--check name--> appears while playing the mini-game, [[Balloon Glider]]. It shows how high Sora and Pooh have scaled the tree. The gauge starts at zero and slowly increases as the duo progresses up the tree. The gauge is not affected by attacks from bees or bumping into tree branches. | |||
{{-}} | {{-}} | ||
===Honey Gauge <!--Unofficial name?-->=== | ===Honey Gauge <!--Unofficial name?-->=== | ||
[[File:Honey Gauge KHRECOM.png|right]] | [[File:Honey Gauge KHRECOM.png|right]] | ||
The Honey Gauge <!--double check name--> appears while playing the mini-game, [[Bumble-Rumble]]. The gauge reflects how much "health," or honey Pooh has. The gauge starts completely full and is depleted upon each bee attack. However, the gauge can be refilled using a honey pot card. | |||
{{-}} | {{-}} | ||
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===Gates Gauge=== | ===Gates Gauge=== | ||
[[File:Gates Gauge KHII.png|right|200px | [[File:Gates Gauge KHII.png|right|200px]] | ||
[[ | When Sora and Leon defend the gates from Nobodies during the first visit to [[Hollow Bastion]], a '''Gates gauge''' appears in the top left of the screen. The gauge depletes whenever a Nobody attacks the gates. If the gates gauge is fully depleted, the player is brought to the game over screen and the mission is failed. | ||
===Morale Gauge=== | ===Morale Gauge=== | ||
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===Charge Gauge=== | ===Charge Gauge=== | ||
[[File:Charge Gauge KHII.png|right|150px]] | [[File:Charge Gauge KHII.png|right|150px]] | ||
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===Cylinder | ===Cylinder Cauge=== | ||
[[File:Right Cylinder Gauge KHII.png|right|150px]] | [[File:Right Cylinder Gauge KHII.png|right|150px]] | ||
[[File:Left Cylinder Gauge KHII.png|right|150px]] | [[File:Left Cylinder Gauge KHII.png|right|150px]] | ||
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{{-}} | {{-}} | ||
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===D-Link Gauge=== | ===D-Link Gauge=== | ||
[[File:D-Link Gauge KHBBS.png|right|200px]] | [[File:D-Link Gauge KHBBS.png|right|200px]] | ||
The '''D-Link Gauge''', which appears in ''Kingdom Hearts Birth by Sleep'', represents the player's ability to use [[Dimension Link]]s. The gauge is located above the player character's HP gauge, and it is filled by picking up D-Link Prizes or by using a [[Balloon Letter]]. When the gauge is full, it glows slightly, and the player can activate a D-Link. The gauge will deplete gradually as the D-Link stays active, and the D-Link will automatically end if the gauge empties completely. Using D-Link | The '''D-Link Gauge''', which appears in ''Kingdom Hearts Birth by Sleep'', represents the player's ability to use [[Dimension Link]]s. The gauge is located above the player character's HP gauge, and it is filled by picking up D-Link Prizes or by using a [[Balloon Letter]]. When the gauge is full, it glows slightly, and the player can activate a D-Link. The gauge will deplete gradually as the D-Link stays active, and the D-Link will automatically end if the gauge empties completely. Using D-Link [[Finish Command]]s speeds up the depletion rate of the gauge. Collecting D-Link Prizes while the link is still active keeps the gauge from fully depleting, extending the time for which the link can be used. | ||
In ''Kingdom Hearts Birth by Sleep Final Mix'', using an [[Illusion]] command replaces the D-Link gauge with an Illusion gauge. | In ''Kingdom Hearts Birth by Sleep Final Mix'', using an [[Illusion]] command replaces the D-Link gauge with an Illusion gauge. | ||
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===Command Gauge=== | ===Command Gauge=== | ||
[[File:Command Gauge | [[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 | 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. | ||
The Command Gauge changes to a unique appearance to reflect an active Command Style or D-Link. | |||
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===Belly Balloon gauge=== | |||
<!--Final Mix--> | |||
=== | {{sec-stub}} | ||
==''Kingdom Hearts coded''== | ==''Kingdom Hearts coded''== | ||
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===Special Gauge=== | ===Special Gauge=== | ||
[[File:Special Gauge KHUX.png|200px|right]] | [[File:Special Gauge KHUX.png|200px|right]] | ||
The combat '''Special''' system (known as '''Ability''' in Japanese versions) first appears in ''[[Kingdom Hearts Union χ]]'' as one of the unique features of the port. Every | The combat '''Special''' system (known as '''Ability''' in Japanese versions) first appears in ''[[Kingdom Hearts Union χ]]'' as one of the unique features of the port. Every [[Medal]] equipped represents a single attack in a combo that the player can perform during battle. By attacking and dealing damage to enemies, the player's Special gauge increases and once maxed out they gain a Special point. By flicking one of the Medals to the center of the screen, the player is able to unleash the selected Medal's special ability. The cost of any given Special Attack differs between each medal. | ||
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==''Kingdom Hearts III''== | ==''Kingdom Hearts III''== | ||
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{{Mechanics}} | {{Mechanics}} |