Editing Template talk:Character

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::::Keeping the COM and Re:COM stats in the same fields makes things an absolute pain to read for no benefit. Re:COM is functionally a different game with a different balance; it's not like Final Mixes where the changes are mostly window dressing. [[User:Pink Agaricus|Pink Agaricus]] ([[User talk:Pink Agaricus|talk]]) 01:23, 29 October 2013 (UTC)
::::Keeping the COM and Re:COM stats in the same fields makes things an absolute pain to read for no benefit. Re:COM is functionally a different game with a different balance; it's not like Final Mixes where the changes are mostly window dressing. [[User:Pink Agaricus|Pink Agaricus]] ([[User talk:Pink Agaricus|talk]]) 01:23, 29 October 2013 (UTC)
::::I guess it makes sense, especially if we do it for coded as well when we finally get some kind of documentation. Okay, I'll code up a sub-window, prob tonight.{{User:KrytenKoro/Sig}} 23:06, 29 October 2013 (UTC)
::::I guess it makes sense, especially if we do it for coded as well when we finally get some kind of documentation. Okay, I'll code up a sub-window, prob tonight.{{User:KrytenKoro/Sig}} 23:06, 29 October 2013 (UTC)
2-year bump! Anyway, I noticed today the ReCoM-exclusive enemies don't have stats showing (they are coded, though), so how are we going to show the ReCoM stats? {{User:TheSilentHero/Sig}} 18:29, 1 October 2015 (UTC)


==Re:coded Stats==
==Re:coded Stats==
So, I showed [http://kh13.com/zenphoto/albums/books/re-coded-ultimania/recoded%20040.png this] and [http://kh13.com/zenphoto/albums/books/re-coded-ultimania/recoded%20039.png this] to Pea and he said some things that mean we need to change the stats tab. [http://pastebin.com/3TWrj3i3 Here] is our conversation but to summarise:
So, I showed [http://kh13.com/zenphoto/albums/books/re-coded-ultimania/recoded%20040.png this] and [http://kh13.com/zenphoto/albums/books/re-coded-ultimania/recoded%20039.png] to Pea and he said some things that mean we need to change the stats tab. [http://pastebin.com/3TWrj3i3 Here] is our conversation but to summarise:
*Bosses don't give EXP.
*Bosses don't give EXP.
*There is no "Physical Resistance".
*There is no "Physical
*The status effects are: Ignite, Frozen, Jolt, Air-Toss, Slow, Stop, Confuse, Stun, and Magnet.
We also need someone who has the Re:coded Ultimania for all the enemy stats (for mainspace and walkthrough). Anyone available?
EDIT: [http://pastebin.com/UA60WpiE Read that too].  {{User:TheFifteenthMember/Sig1}} 22:08, 14 December 2013 (UTC)
:If you look at headline 7 "Re:c stats to cover" you can find all enemy pages and most of the Ultimania's explanation pages. If I remember correctly the problem with the Re:coded's Heartless stats were that they deviate to much depending on the worlds they appear in, if they are bugged (and how) and much more. {{User:ShardofTruth/Sig}} 22:48, 14 December 2013 (UTC)
::Well, we can cover bosses at least. {{User:TheFifteenthMember/Sig1}} 23:08, 14 December 2013 (UTC)
:I almost understand all this system but there's one thing I don't get: the HP Multiplier in the brackets. I don't know if it is used in Turn-based or something else. Also, it says that Turn-based enemy info is on page 128-129, Shard, can you please upload them? Also we'll need enemy levels on each world which are listed in specific world's pages. {{User:Pea14733/Sig}} 21:48, 15 December 2013 (UTC)
:Here are page [http://www.mediafire.com/view/8kyoby2dgx2a2t0/128b.jpg 128] and [http://www.mediafire.com/view/of196549wetcm90/129b.jpg 129], I hope the quality is okay as I had to use a different scanner. {{User:ShardofTruth/Sig}} 00:35, 19 December 2013 (UTC)
:Thanks, the quality is really good :) Though I still don't get the HP Multipliers in the brackets like [http://gyazo.com/8f0549574afba14c73617a104f5565eb This]. Any ideas? {{User:Pea14733/Sig}} 11:58, 19 December 2013 (UTC)
::I think the answer lies on page 314, it has probably something to do with the cheats, maybe I can get someone to translate it. {{User:ShardofTruth/Sig}} 12:29, 19 December 2013 (UTC)
::No, page 314 has:
*How to calculate the stats of the enemy Heartless
**HP: Base HP according to the level of enemy * enemy-specific HP Multiplier
**Strength: Same as base Strength according to the level of enemy
**Defense: Base Defense according to the level of enemy * enemy specific Defense Multiplier
**EXP: Base EXP according to the level of enemy * enemy-specific EXP Multiplier
(It is also noted that the Gold Tricholoma and the Eliminator's levels are the same as Data-Sora's current level)
*When EXP changes
**First Table: Bosses that gives EXP
***Tidus: 38 (If on Questploration, 454. In Castle Oblivion, 2639)
***Jafar: 454
***Pete (Hollow Bastion I's First and Second battles): 862
***Data-Riku (Hollow Bastion II): 1675
***Maleficent Dragon: 2847
**Second Table: Scenarios where abnormal EXP occurs
***Shadows and Soldiers in scenario battles. EXP = 0 (Including at the Dive to the Heart where you fight in tutorial. You get 88 EXP only when you defeat all the Shadows.
***Olympus Coliseum's turn-based part. All enemies have different EXP Multipliers.
***Agrabah during the time stop. Bandit and Fat Bandit's EXP becomes 0.
***Hollow Bastion II's Bug Heartless. The multiplier is always 6.97. (In Traverse Town it's 3.31 and in Wonderland it's 1.91)
 
I've research like everything I got from your scans on the upper section. Nothing mentions the brackets so far. {{User:Pea14733/Sig}} 15:24, 19 December 2013 (UTC)
:Thanks for the translation, so it's not on this page. What makes me wonder is that only enemies that also appear in System Sectors have these brackets. I will try to scan some more pages about the System Sectors (especially the bugged enemies) and the cheats on the weekend, maybe they can shed light on this matter. {{User:ShardofTruth/Sig}} 21:45, 27 December 2013 (UTC)
 
:Reviving this thing. I still need more scans. Actually I am going to ask for full scans, if that's possible.
PS: I asked my sister who lives in Japan to look for the Ultimania in secondhand book shops. If she manages to find it, I'll get it around the new year... {{User:Pea14733/Sig}} 13:01, 9 November 2014 (UTC)
 
== Changes to KH3D stats infobox ==
 
I'm adding the stats for KH3D and i was thinking about changing two things.
# First: To make the template more detailed and complete, I was thinking about adding two more rows of stats for two more levels in each world, since evry world in fact has 4 levels. The two other ones would be the normal levels added 2, since that's what happens with the world level when the Risky Winds forecast is active. This happens in all wolrds, but since we can't manually calculate the stats of the Nightmares with that two level additions, I was really thinking about adding it to the infobox.
# Second: Just like the Ultimania, I was thinking about changing the x1.0 or x0 of the resistances to status effects to ticks and crosses, just like the Ultimania uses.
Okay What do you guys think of this? - {{User:MateusinhoEX/SigTemplate}} 12:40, 18 December 2013 (UTC)
:Hm, I was thinking about the levels but I didn't come up with a better idea for the Risky Winds levels. Maybe you could use a (slightly) different color for those rows so it doesn't look too cramped.
:I don't have anything against using the symbols for the resistances but then we would need a legend or some sort of tool-tip/cursor display to explain it. Also if we change it for KH3D it should be changed for all the other games too (the Ultimanias are using this system since CoM) or else it would look a bit strange. {{User:ShardofTruth/Sig}} 00:35, 19 December 2013 (UTC)
 
::About the color, what about using either the Risky Winds purple color, or a more darker pink. About the symbols, I will think about it. I wouldn't have time to change the symbols for all tables for now, so I think I will have to wait a little. - {{User:MateusinhoEX/SigTemplate}} 12:37, 19 December 2013 (UTC)
::The answer is super late but I think the Risky Wind color would be the best option. {{User:ShardofTruth/Sig}} 21:45, 27 December 2013 (UTC)
 
==2.5 Color Scheme==
Should we arrange the color scheme like we did with everything else. {{User:Master Riku the Bloody/Sig1}} 18:57, 19 October 2014 (UTC)
:No. Template:Enemy is an infobox. It doesn't change with theme changes. It stays the same, along with pretty much every other infobox. {{KeybladeSpyMaster/Sig}} 02:36, 20 October 2014 (UTC)
 
== Recent change to page ==
 
The change I just made should remove any article with stats on it from the "Game X Characters" categories -- it will leave them in Disney/FF/Original characters, however. This should remove all monster enemies and any Game: pages for full characters -- the only error would be if we have full characters who do not have the Game: split, which I don't believe we do.{{User:KrytenKoro/Sig}} 19:57, 16 March 2015 (UTC)
 
== Re:coded stats (done) ==
 
So I created the Re:coded infoboxes (with help from Pea). [[User talk:TheSilentHero/Zandbak|You can see it in action here]]. Are there any suggestions/objections before I add it to the template? {{User:TheSilentHero/Sig}} 16:53, 21 August 2015 (UTC)
:I added the stats to some pages, like [[Shadow]] and [[Soldier]]. As you can see, the green bug version do not have a lot of appearances. Therefore, it might be better to add them to the "Bugged" tab, like [[User talk:TheSilentHero/Zandbak|here]]. Which one looks better? {{User:TheSilentHero/Sig}} 17:20, 26 August 2015 (UTC)
::Is it out of the question to incorporate the bugged stats into the main System Sector tab? Obviously you'd need a different color for either normal or plain bugged.  --{{User:Neumannz/SigTemplate}} 22:57, 26 August 2015 (UTC)
:::So, something like this? (Feel free to change the colors a bit.) {{User:TheSilentHero/Sig}} 18:04, 27 August 2015 (UTC)
::::So right now, which color is which?  --{{User:Neumannz/SigTemplate}} 02:28, 31 August 2015 (UTC)
:::::Blue = normal, red = bug, green = green bug. Do you think I should put the color explanations somewhere in the table? {{User:TheSilentHero/Sig}} 06:50, 31 August 2015 (UTC)
::::::I don't have any idea how the System Sectors really work and I'm super glad you do SilentHero but aren't there blue, red, green and yellow bugged variants (not always for every Heartless of course)? At least I have renders in those colors for some of them. Also, great work so far, this has to be the most complex stat template in existence. --{{User:ShardofTruth/Sig}}
:::::::The blue, red, and yellow bugs share the same "bugged" stats. But for the green ones, they have extra multipliers to their already-bugged stats. {{User:Pea14733/Sig}} 11:39, 31 August 2015 (UTC)
::::::::Also, I chose the blue and red colors, because the System Sectors are colored red when bugs are present and blue when the bugs are all gone. {{User:TheSilentHero/Sig}} 17:01, 31 August 2015 (UTC)
Thanks for the explanation, I never knew the color was mostly a cosmetic choice. The red and blue (and green) coloring of the template also makes a lot of sense now. --{{User:ShardofTruth/Sig}} 18:24, 31 August 2015 (UTC)
:The only problem I see with the colors in the table is that blue, red, and green are actually bug colors, but only the green in the table corresponds with the green bug, so there is some dissonance there. If the colors stay like that in the table, there should be some sort of indicator as to what color refers to what, even if it's mouseover text.  --{{User:Neumannz/SigTemplate}} 21:59, 2 September 2015 (UTC)
::I'll see what I can do about that. Also, since blue refers to regular enemies, should I change the color of the other things, like elements and status resistances, so it doesn't look like it only applies to the regular enemies? {{User:TheSilentHero/Sig}} 06:55, 3 September 2015 (UTC)
I found a way to explain things, thanks to the Main Page's Game Portals <small>([[User talk:TheSilentHero/Zandbak|It's the small ? next to "World"]])</small>. I'm not sure where to place it, though. It can't be placed too much to the right, or else the table won't fit on the screen. What do you think? {{User:TheSilentHero/Sig}} 17:06, 16 September 2015 (UTC)
:I like that a lot. Maybe the question mark should go on the left side of "World" so that it looks more like a note for the entire infobox and not just a reference for the "World" parameter? Also, the hover menu could have "Explanation note:" as a title but that's not essential. {{User:TheFifteenthMember/Sig1}} 17:43, 16 September 2015 (UTC)
::Added a thing to move the box to the left of the main infobox. Maybe instead of a question mark you can use a different symbol (I tried out ¤ on the page), or alternatively you can use the text in any of the bug-colored cells.  --{{User:Neumannz/SigTemplate}} 18:51, 16 September 2015 (UTC)
:::Changed it so the entire infobox activates the hover menu. The hover menu doesn't work as well in mobile view, although it looks better than before. (It now shows the hover menu below the infobox, although the colors are messed up.) Should we keep it like this, or is there some code to exclude something from mobile view? {{User:TheSilentHero/Sig}} 17:44, 17 September 2015 (UTC)
::::Maybe disable it? It might cause mobiles to run a lot slower and the guide isn't absolutely essential information. {{User:TheFifteenthMember/Sig1}} 17:48, 17 September 2015 (UTC)
:::::Fifteenth, you already know how to exclude things from mobile, right?  --{{User:Neumannz/SigTemplate}} 19:38, 17 September 2015 (UTC)
::::::No, I know how to add content that only appears on mobile but I don't know how to do the same for desktop. {{User:TheFifteenthMember/Sig1}} 21:32, 18 September 2015 (UTC)
 
The explanation box now doesn't show up in mobile view, so can I move the changes to the template? {{User:TheSilentHero/Sig}} 13:56, 7 October 2015 (UTC)
:I think yes. {{User:TheFifteenthMember/Sig1}} 17:51, 14 October 2015 (UTC)
 
== Mirage Arena bosses ==
 
I'm not sure I understand -- why can't those use the Mirage Arena parameters that we already had?{{User:KrytenKoro/Sig}} 13:43, 14 October 2015 (UTC)
:I didn't know we had special parameters for those. I can't find any page that uses them and the pages of MA-exclusive bosses (Mimic Master) used the regular parameters. I'll use those now. {{User:TheSilentHero/Sig}} 15:11, 14 October 2015 (UTC)
 
== Dream Drop again ==
 
At least for TWTNW, it's showing stats for LV 38 and 40 even on sections that just input LV 38. Additionally, the ultimania has stats for Reaction Endurance (耐久値), and something like "Reality Endurance Factor".{{User:KrytenKoro/Sig}} 17:02, 6 March 2016 (UTC)
:Every level input shows two rows of stats; one for the input level and one 2 levels higher, as the level of enemies rises by 2 during the Risky Winds forecast. We can probably add those stats, but we should find out what they do first. {{User:TheSilentHero/Sig}} 18:05, 6 March 2016 (UTC)
::Ooooooh. Can we maybe add something explaining that to the table? Like row 1, "38", row 2, "40 ([[Risky Winds|RW]])"?{{User:KrytenKoro/Sig}} 18:55, 6 March 2016 (UTC)
:::It already has hover text. {{User:TheSilentHero/Sig}} 18:56, 6 March 2016 (UTC)
::::That hover text is not visible, at all, unless you already know it's there. There's plenty of room in the column for something that the reader will be able to see.{{User:KrytenKoro/Sig}} 20:46, 6 March 2016 (UTC)
:::::I made a small edit to the hover template that allows you to give the dotted line a specific color. It should be more visible now. {{User:TheSilentHero/Sig}} 17:55, 7 March 2016 (UTC)
::::::If there was any way to make the dashed line thicker, that would be ideal, but it's definitely visible now. Thanks.{{User:KrytenKoro/Sig}} 03:57, 8 March 2016 (UTC)
::::::::You can now change the size of the line with s=<size> (default is 1px). {{User:TheSilentHero/Sig}} 14:32, 8 March 2016 (UTC)
 
== Think you might need a revert ==
 
Looks like a lot of the pages with this template broke (see [[Ryu Dragon]]). You might need to revert the change from today.
[[Special:Contributions/24.219.193.182|24.219.193.182]] 07:27, 21 March 2016 (UTC)
:Thanks for notifying. I undid the change. I think the problem was in the KH3D part, but I don't have the time to look at it at the moment. {{User:TheSilentHero/Sig}} 08:21, 21 March 2016 (UTC)
I'm not completely sure what's going on but could we rename and copy the current experimental version somewhere else and revert these changes until it's fixed and/or split? --{{User:ShardofTruth/Sig}} 19:40, 21 March 2016 (UTC)
::I fixed it. I'm concerned about the size of the CoD tables, so I'm going to try and see if we can simplify those -- at the very least we HAVE to split them off to a subtemplate, because it's currently an obstacle to actually modifying the main template. Hopefully, splitting the templates off will reduce load times in general, since templates would only have to be called if they're actually going to be used. There's still no error protection for Coded and DDD, since adding those was what killed the template.{{User:KrytenKoro/Sig}} 22:00, 21 March 2016 (UTC)
:::Do we need the error protection for Coded and DDD, though? I mean, are there any pages with errors in those tabs? {{User:TheSilentHero/Sig}} 18:02, 22 March 2016 (UTC)
 
:I split the Recoded part, but it doesn't work right. The stats aren't showing in the first tab, and there are a few errors in the second tab, as well as missing rewards in the Side-scrolling tab. I think it is because of the template checking multiple parameters, like <nowiki>{{{CODHP1|{{{CODHP|}}}}}}</nowiki>, and if only CODHP is filled, it will show nothing, probably because CODHP1 is technically filled with <nowiki>{{{CODHP1|}}}</nowiki>. Any ideas on how to fix it? I'll revert the edit to the template in the meantime. {{User:TheSilentHero/Sig}} 14:32, 23 March 2016 (UTC)
::Never mind, I fixed it. Should I go ahead and split off every game? {{User:TheSilentHero/Sig}} 18:30, 24 March 2016 (UTC)
:::Yes, but eventually I want to see if we can simplify the COD and DDD tabs.{{User:KrytenKoro/Sig}} 21:08, 24 March 2016 (UTC)
 
== Dispositions ==
 
Should we have the dispositions in the enemy, flick rush, and ability link templates link to the appropriate treats?{{User:KrytenKoro/Sig}} 02:12, 5 April 2016 (UTC)
 
== Variation subpages ==
 
Seeing as some Heartless have a lot of variations, mostly thanks to KHx, would it be an idea to have subpages with the variation list for enemies with a lot of variations, so it only needs to be edited once? I'm only not sure how we can remove Heartless from the list on their own page without having a lot of switch tags. {{User:TheSilentHero/Sig}} 16:57, 7 April 2016 (UTC)
:How would this look? Would all the variations be listed above the page? Wouldn't it be easier to dock some sort of Navtemplate on the infobox, that can be edited separately? {{User:ShardofTruth/Sig}} 17:57, 7 April 2016 (UTC)
::The coding for the variations will be put on a separate page,  which will be transcluded in the template. Visually, nothing changes. {{User:TheSilentHero/Sig}} 18:07, 7 April 2016 (UTC)
 
== KHD Challenge Mission stats ==
 
Since some Challenge Missions in KHD raise the enemy level, should the raised stats be included in the template? We could do this like we handle the bugged enemies in Re:coded. Also, I found in the Ultimania that enemies have triple HP in Mission Mode. Should we also list that in the infobox, or just mention it on the Mission Mode page? I don't think the other stats change for Mission Mode. {{User:TheSilentHero/Sig}} 18:19, 9 June 2016 (UTC)
:Mention on Mission Mode page...for Challenge Mission, I honestly feel like that's going to explode the length. Can we just handle it in those Challenge Missions?{{User:KrytenKoro/Sig}} 18:24, 9 June 2016 (UTC)
::Well, the mission pages do list the level increase, but not the stats, and I'm not sure we can list them on there. Maybe we can put the Challenge levels on a separate tab, to avoid the template getting too long. {{User:TheSilentHero/Sig}} 20:30, 9 June 2016 (UTC)
 
==0.2 exp==
Guys, the exp given in 0.2 varies by location. For example, Shadows give 198p at the Main Road, but 215p at the Castle Town. And I already confirmed it's not based on Aqua's level. [https://www.youtube.com/watch?v=JGyftizgy_s This video shows her leveling up at the Main Road], and the exp given by Shadows doesn't change. You'll have to think a way through this. {{User:G-SANtos/Sig}} 13:03, 12 January 2017 (UTC)
:Battle levels mapped to location, as with KH2 and BbS, then.{{User:KrytenKoro/Sig}} 13:53, 12 January 2017 (UTC)
::Oh yeah, I didn't look at the stats in the KHII part of the template, so I didn't know we were already doing this. {{User:G-SANtos/Sig}} 15:13, 12 January 2017 (UTC)
 
== Union Cross journal ==
 
Do we really need a separate journal section?{{User:KrytenKoro/Sig}} 13:04, 1 May 2018 (UTC)
:I think we should consider Unchained X and Union X the same game and use either the name Unchained X, Union X, or Unchained / Union X (like the KHUX wiki) for everything. Also, I'm not sure if we need to put the Medal's album entries in the journal tab, because we were planning on covering the Medals elsewhere (most likely in a table with a column for album entries), and also because some characters have a lot of medals (like Sora), which usually have slightly different album entries, so it would be a mess. {{User:TheSilentHero/Sig}} 17:11, 1 May 2018 (UTC)
::Could we have something that says "See Medals" or something? There's stuff like [[Moana]] where they won't have any other journal entries -- although if we're going to merge those into a [[Collaborations in the Kingdom Hearts series]] article covering all the non-Easter Egg references to non KH characters etc. (basically, the medals and costumes that aren't based on in-universe stuff), then we could ignore infoboxes for that.{{User:KrytenKoro/Sig}} 19:00, 1 May 2018 (UTC)
 
==Journal tab==
This seems to be showing up even when there are no journal entries, which should be an easy fix.{{User:KrytenKoro/Sig}} 14:29, 1 May 2018 (UTC)
:Can we also make the white row that houses the images be excluded when there are no images?{{User:KrytenKoro/Sig}} 14:30, 1 May 2018 (UTC)
::Fixed both. The journal wasn't supposed to show up, but did because of a missing |. {{User:TheSilentHero/Sig}} 17:22, 1 May 2018 (UTC)
 
==Enemy → Character Move==
Just curious, but who was the one who used the KHWikiBot (I know it's either Neumz or Kryten) to move the template's name to "Character" on the characters' articles? I renamed the template since I noticed whoever did it forgot to change it, so any articles that still has the template name "Enemy" shows up as a broken template. I notice that a few articles still has "Enemy" as its template name (e.g. Kairi), so I wanted to alert that user.--{{User:NinjaSheik/Sig}} 23:31, 1 May 2018 (UTC)
:It was Neumannz, but looking at the bot's contributions, it was only at C, so it's not done yet, and most pages still use Enemy. That's probably why he didn't move the template yet. {{User:TheSilentHero/Sig}} 07:24, 2 May 2018 (UTC)
::Ah, I see. Thanks. :)--{{User:NinjaSheik/Sig}} 22:37, 2 May 2018 (UTC)
 
== KH3 EXP fix ==
 
The game has a hard cap of 999 (after all relevant calculations) for experience, can someone adjust the infobox to reflect this?{{unsigned|Ultima Spark}}
:Done. {{User:TheSilentHero/Sig}} 12:33, 18 August 2019 (UTC)
 
== Re:COM Duel Stats' Card Values ==
 
I had noticed the Duel stats missing from some COM boss pages and was adding them in when I realized that I wasn't sure precisely what was intended by the Card Values field. From my perspective, it seemingly could mean either the cards Riku must break to win the duel or what values Riku would have to match to start a duel. In the latter case, it seemed odd to specify that as a Duel Stat since it also applies to general combat, and with bosses the values they use can vary between Sora and Riku. If however the field is intended to indicate which card values Riku can be expected to break during a duel, then the information is likely wrong on every page since enemies do not appear to be limited in what cards they can play during a Duel the way they are in normal combat. Shadows for example are allowed to play cards of much higher value than 1. --[[User:JeruTz|JeruTz]] ([[User talk:JeruTz|talk]]) 18:06, 5 October 2023 (UTC)
:It should be the values of the cards they use in a duel. However, a quick look at the Ultimania shows that an enemy's duel deck uses the values from Riku's deck. So we should remove that cell, as enemies don't have set values. {{User:TheSilentHero/Sig}} 18:30, 5 October 2023 (UTC)
::That makes more sense. It certainly eliminates the issue of having enemies play a nine if Riku's deck is all 7 or below.--[[User:JeruTz|JeruTz]] ([[User talk:JeruTz|talk]]) 19:34, 5 October 2023 (UTC)

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