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 | 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 | 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 | 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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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 | 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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===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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The Command Gauge changes to a unique appearance to reflect an active Command Style or D-Link. | |||
===Gas Gauge=== | ===Gas Gauge=== | ||
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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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