Template talk:Character: Difference between revisions

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(→‎Dream Drop again: new section)
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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'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)
: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)

Revision as of 17:02, 6 March 2016

CoM resistances

Elemental

  • ◎=x1.5
  • O=x1.0
  • △=x0.5
  • ✕=0
  • 吸収=Absorb (Victim absorbs as much HP as the attack normally inflicts)
  • 気絶=Stun (Inflicts normal damage and stuns the opponent)

Status

  • O=x1.0
  • △=x0.5 (x0.33 for Magnet)
  • ✕=x0

BbS resistances

  • 以外=no resistance to anything but "this" (assume x0 for "this")
  • すべて=no resistance to anything
  • なし=no vulnerabilities
  • ✕=0
  • O=x1.0

KHII+KHIIFM stats table

Level HP EXP Strength Defense World
1 20 4 5 2 Simulated Twilight Town (Day 1-3), 100 Acre Wood
2 21 5 6 2 Simulated Twilight Town (Day 4-5)
3 23 6 7 3 Simulated Twilight Town (Day 6)
6 28 9 9 4 Twilight Town (Start)
7 29 10 10 5 Twilight Town (after arriving at Mysterious Tower)
8 31 12 11 5 Hollow Bastion (Episode 1)
10 34 16 12 6 The Land of Dragons (Episode 1)
13 39 23 15 8 Beast’s Castle (Episode 1)
15 43 29 17 9 Hollow Bastion (100 Acre Wood is stolen)
16 44 33 17 9 Olympus Coliseum (Episode 1)
18 48 41 19 10 Disney Castle (Episode 1)
19 49 45 20 11 Timeless River (Episode 1)
20 51 50 21 11 Port Royal (Episode 1), Pain and Panic Cup
22 54 61 22 12 Agrabah (Episode 1)
24 57 73 24 13 Halloween Town (Episode 1)
25 59 25 14 Zexion's Absent Silhouette, Pain and Panic Cup in Final Mix
26 61 87 26 14 Pride Lands (Episode 1)
28 64 102 27 15 Twilight Town (Episode 1), Hollow Bastion (Episode 2, 1st Part), Space Paranoids (Episode 1), Cerberus Cup
30 67 119 29 16 Hollow Bastion (Episode 2, 2nd Part), Cerberus Cup in Final Mix
32 71 31 17 Larxene's Absent Silhouette
34 74 159 32 18 Hollow Bastion*2, Timeless River*3, Mushroom XIII (No. 5, 7, 10)
35 76 170 34 19 The Land of Dragons (Episode 2), Cavern of Remembrance (Depths, Mineshaft A)
36 77 182 34 19 Beast’s Castle (Episode 2)
37 79 194 35 20 Port Royal (Episode 2)
38 81 207 36 20 Agrabah (Episode 1)*3
39 82 220 37 21 Halloween Town (Episode 1)*3
40 84 234 37 21 Agrabah (Episode 2), Lexaeus's Absent Silhouette
41 86 248 39 22 Halloween Town (Episode 2), Titan Cup
43 89 278 40 23 Pride Lands (Episode 2)
45 92 310 42 24 Hollow Bastion (Episode 3), Space Paranoids (Episode 2), Titan Cup in Final Mix
47 95 344 43 25 Twilight Town (Episode 2)
50 100 400 45 26 The World That Never Was, Vexen's Absent Silhouette
53 105 *1 48 28 Goddess of Fate Cup
55 109 50 29 Cavern of Remembrance (Mineshaft B, Engine Chamber), Goddess of Fate Cup in Final Mix
60 117 54 31 Pain and Panic Paradox Cup
70 133 62 36 Cerberus Paradox Cup
75 142 67 39 Transport to Remembrance
80 150 70 41 Titan Paradox Cup, Hollow Bastion (Sephiroth), Marluxia's Absent Silhouette
99 181 87*4 51 Hades Paradox Cup, Garden of Assemblage, Lingering Sentiment

*1 Level 50+ battles get you no more experience
*2 Episode 3 is added after Episode 2 is cleared
*3 after Hollow Bastion Episode 2 is cleared
*4 only 86 in Final Mix


KHBBS+KHBBSFM stats table

Combat Lv HP EXP Strength Defense World
Terra Ventus Aqua
1 30 4 7 3 Enchanted Dominion Dwarf Woodlands Castle of Dreams
2 31 6 8 3 Castle of Dreams Castle of Dreams Dwarf Woodlands
3 32 8 11 4 Dwarf Woodlands Enchanted Dominion Enchanted Dominion
4 36 10 14 6 Radiant Garden
5 40 13 16 9 Disney Town, Olympus Coliseum
6 46 17 19 12 Deep Space
7 53 25 23 14 Neverland
8 57 35 25 15 (はじめて訪れる時点でこのバトルレベルになっているワールドはない)
9 61 48 26 15 Keyblade Graveyard
10 66 65 27 16 Keyblade Graveyard (いずれかの主人公でクリアしたあと) Radiant Garden (Final Episode)
13 - - ? ? Land of Departure (The Unknown appeared)
99 - - 80 27 Keyblade Graveyard (During the battle with Vanitas Remnant)
Difficulty Match HP EXP Strength Defense
★☆☆☆☆ Day of Reckoning, Risky Riches 50 10 13 4
Wheels of Misfortune 55 12 16 5
★★☆☆☆ Weaver Fever, Dead Ringer 60 15 19 7
Sinister Sentinel 75 19 21 10
★★★☆☆ Treasure Tussle 75 19 21 10
Combined Threat, Harsh Punishment 85 27 24 13
★★★★☆ A Time to Chill, Copycat Crisis, Monster of the Deep 105 45 30 16
★★★★★ Keepers of the Arena 130 63 36 19
Villain's Vendetta N/A N/A 40 20
Mentor of Light, Foresight unto Darkness N/A N/A ? ?

KH3D stat table

Combat level
The Combat level rises after clearing the respective world.

World Level
Start Cleared
Traverse Town 3 6
La Cité des Cloches 8 12
The Grid 14 18
Prankster's Paradise 18 20
Traverse Town (revisited) 20 24
Country of the Musketeers 26 30
Symphony of Sorcery 34 36
The World That Never Was 38

The Combat level effects:

  • Enemy's HP, attack power, magic power and defense
  • obtained experience from defeated enemies
  • the amount of drops
  • performance of enemy skills

How to calculate the enemy stats
Maximum HP, Attack power, Magic power, Defense

Enemy's base value + Combat level x Enemy's base value / 10

Experience value

Basic value of each Combat level's experience × Magnification value for each enemy experience
(see table below)

※result is truncated after the decimal point
※see page 357 - 395 for the experience magnification and base value of each enemy

The amount of increase in the number of enterprise-level experience and basic per Battle

Combat
level
Basic
EXP level
Increase in the number of prize dropping
HP Prizes, Droplets Munny
Basic value:
小2の場合
Basic value:
小3の場合
Basic value:
小2の場合
Basic value:
小3の場合
Basic value:
In case of 1
3 13 +0 +0 +0 +0
6 22
8 28 +1 +1 +1
10 34
12 40
14 46
16 52 +1 +1 +2
18 58
20 72
22 80
24 88 +2 +2 +2
26 96
28 104
30 112
32 120 +2 +3 +3
34 128
36 136
38 144
40 152

※When you defeat the enemy, describes only battle level or pick up the prize to drop or get the experience
※HPプライズ、マ二一、ドロッププライズの落とす個数は、工ネミーごとに決まっている基本値(→P.357~372)に、バトルレベルに応じた増加量を加えた数になる。なお、「小2」などの表記は「サイズと個数」を示す

バトルレベルが影響する要素

  • 敵の最大HP、攻撃力、魔法力、防御力(右上を参照)
  • 倒した敵から得られる経験値(右上を参照)
  • 倒した敵が落とすHPプライス、マ二一、ドロッププライズの個数(右の表を参照)
  • ノーマル敵が使う特定の技の性能(「バトルレベル=各個体のレベル」として、レベルが上がることによるスピリットの技の強化が工ネミーにも適用される)

敵のステータスの決まりかた
最大HP、攻撃力、魔法力、防御力
{敵ごとの基本値 + バトルレベル × 敵ごとの基本値 / 10

経験値

バトルレベルごとの × 敵ごとの
基本経験値(下表参照) 経験値倍率

※計算結果は小数点以下切り捨て
※敵ごとの基本値や経験値倍率は、P.357~395を参照

バトルレベルごとの基本経験値とプライズの個数の増加量

バトル
レベル
基本
経験値
落とすプライズの個数の増加量
HPブラ状、ドロップブライズ マニー
基本値:
小2の場合
基本値:
小3の場合
基本値:
小2の場合
基本値:
小3の場合
基本値:
中1の場合
3 13 +0 +0 +0 +0
6 22
8 28 +1 +1 +1
10 34
12 40
14 46
16 52 +1 +1 +2
18 58
20 72
22 80
24 88 +2 +2 +2
26 96
28 104
30 112
32 120 +2 +3 +3
34 128
36 136
38 144
40 152

※敵を倒したときに、経験値を得られたり落とすプライズを拾えたりするバトルレベルのみ記載している
※HPプライズ、マ二一、ドロッププライズの落とす個数は、工ネミーごとに決まっている基本値(→P.357~372)に、バトルレベルに応じた増加量を加えた数になる。なお、「小2」などの表記は「サイズと個数」を示す

Todo

Okay, here's what I have left for the enemy template:

  • Finish "Themes" image for the songs. (NEED ERRY, SHARD, ASIF'S TO DO)
I think the Theme images is fine now thanks to Erry.
KHII
  • Check KHIIFM Ultimania whether it has a base stats table; if so, recode using the BbS layout (SHARD PLEASE CHECK)
The base stats table is an extended KHII base stats table, the new levels are colored darker, I put the table at the beginning.
KHBbS
  • Check BbS Ultimania whether minor enemies have x1.0 for all resistances. Decide whether no listed resistances means "assume x1.0". (WOULD THIS BE IN THE BBSFM MASTER NAVIGATOR?)
There is no sign of status resistances for the minor enemies, so I don't think they have any. You can still check the online pages here. The Master Navigation doesn't cover resistances at all.
  • Get base stats for Monster of the Deep. (can someone get EXP totals for one enemy, like the Bruiser?) (ERRY, SHARD, PEA, PLEASE SEE IF YOU CAN EVALUATE HOW MUCH EXP A BRUISER RELEASES IN THIS MATCH).
The Monster of the Deep match is rated 4 stars so I guess the enemies level is multiplied with the same stats as in "Copycat Crisis", again no insight in Master Navigation.
I just checked again, every enemy gives 22 EXP meaning the stats are indeed the same as in "Copycat Crisis".
  • Decide what to do about base drop modifier for BbS (hover text? ref?) (I NEED OPINIONS ON THIS, I THINK HOVER TEXT LIKE TEMPLATE:MG WILL WORK BEST)
The hovering looks fine, but because there is only one drop rate we could just incorporate it besided the "Rewards" headline.
  • Do the BBSLV switch stats need an update for the Secret Episode? (ERRY, SHARD, PEA, IS THERE A SHOP LEVEL ABOVE 10? DOES THE MASTER NAVIGATOR GUIDE HAVE BASE STATS FOR THE HEARTLESS?)
The Master Navigation doesn't cover the Secret Episode nor the Heartless, the maximum shop level is still 8, maybe KeytoTruth (the BBSFM translator) knows something about the stats.
All Heartless give 48 EXP, so they have the same EXP multiplier, but definitely not the same HP multiplier (Shadow<Darkball<Neoshadow). That's not really helpful but I don't think the Realm of Darkness has a higher Combat Level than 10, maybe it's just 9, I'm still checking on that. --ShardofTruth 16:00, 31 May 2012 (UTC)
KHRec
  • Revise Re:coded infobox based on Ultimania. (I NEED A NATIVE JAPANESE READER TO HELP DECIPHER HOW THESE STATS WORK, I HAVE REACHED A DEAD END (SEE BELOW FOR WHAT LEADS I HAVE SO FAR))

I've pretty much reached a dead end for what I can do on my own. There's a few bits from BbS FM that should be incorporated, but I'm honestly not sure whether we can, based on how crappy the BbSFM coverage is from what I've heard. We might end up having to somehow crack the game to get stats for certain enemies. The KHII and BbS stuff should be a quick fix, and then honestly, I would be willing to get this thing published as is.192.249.47.196 13:49, 25 October 2011 (UTC)

Re:c stats to cover

True Zantetsuken does not affect bosses, effectivity chart on p 276 Bosses have set HP, enemy HP cheat on p 31 Tables on p 281? Bug enemies p 199?

  • worlds
  • HP factor (what is bit in parentheses?)
  • Defensive power?
  • Drops: EXP, HP Ball, Munny, Drop Items (Beginner, Standard, Proud, Critical, percentages)
  • Elemental resistances (Fire, Blizzard, Thunder, Aero)
  • Status resistances (Circle, Triangle, X): Ignite, Freeze, Jolt, Air-toss, Slow, Stop, Confuse, Stun, Magnet
  • Special Boss types?: ? Scroll Action, 3D Shooting, Turn ? RPG


Shard, can you get scans of p 280, 281, 314-318? I will need help translating these, it's a bit dense for me."We're werewolves, not swearwolves." (KrytenKoro) 16:57, 19 October 2011 (UTC)

I uploaded page 280 and 281 together with the enemy pages a while age, so there are still here. It won't be able to scan the other pages until november, sorry. --ShardofTruth 13:35, 21 October 2011 (UTC)
Page 314-318 can be found here. --ShardofTruth 22:27, 20 November 2011 (UTC)

hp factor (or hp) strdef factor (or str, def) [exp factor (or no exp) HP Ball Munny] [evasion score] Drop Beginner Drop Standard Drop Proud Drop Critical Fire Bliazzard Thunder Aero Ignite Freeze Jolt Air-toss Slow Stop Confuse Stun Magnet


O = 1.00 /\ = 0.5 X = 0



special charts for Olympus Coliseum RPG

Destiny Island --- something about boss battle becomes zero? Agrabah -- Bandit and Fat Bandit becomes zero? Hollow Bastion -- Bugs becoms 6.97?

Todo (Coliseum infobox)

Coliseum infobox changes:

  • "Seed" > "Round"
  • Team
  • Rules
  • Tournament Level
  • Attendees (Sora or party?)
  • Jiminy's challenges
  • Revise "Team" to not appear for KHII, KHD, KHBbS.

Categorization

  • Change "Somebody" to "Entelechy"
  • Add category for enemies that are "copies" of others without being replicas, such as "Imitation", "Mimicry", "Forgery", or whatever is decided
  • Applicable enemies under "Data" category should be moved to above category


Why are all enemys listed as characters? (see Guard Armor). I know that they are also listed as enemys, but why characters? Sum2k3 12:38, 3 April 2012 (UTC)

Items

Needs to:

  • Handle multiple homeworlds
  • Handle "Unknown" homeworlds
  • Handle multiple VAs (with labels)
  • "Origins" that link to places other than Wikipedia
  • Add functionality for HP ranges in KHD

--Neumannz, The Dark Falcon 00:58, 27 February 2012 (UTC)

Also, if the link color could be changed from blue, perhaps to a white or silver, then it would be easier to read. I do realize that the other things take priority though. LightSymbol Character - Roxas.pngRoxas 20:05, 1 March 2012 (UTC)
For origin to link anywhere but wikipedia, I have to just disable it and then you guys are on your own for linking and getting the font color to match. Is that the request?
For Unknown homeworlds, are there any of those that aren't the primary homeworld?
We still need someone to revise the color scheme for non-enemy characters.
  • For HP ranges: is there anything besides KHD HP that has a range? I know the Zip Slasher had a ref note for something. Also, do these appear in other games?192.249.47.177 20:58, 1 March 2012 (UTC)

Don't worry about link color, once the color scheme is settled, links will be visible enough. (Are we making it different from InfoCharacter?) As for Origin links, it depends on how you feel about having the FF links going to Wikipedia instead of FFWiki, and considering how we link to FFwiki in article bodies, maybe we can live with it. For Unknown homeworlds, just don't put a value for "charworld1" and it'll work. I cannot comment on HP ranges being in any other games besides KHD. --Neumannz, The Dark Falcon 21:44, 1 March 2012 (UTC)

VERIFY: What does CoM call Sora's episode? Sora's Story? Sora's Tale?
For Unknown homeworld, a lot of the ones that used it (besides a few of the summons), used the Unknown to specify that we didn't know where they were FROM (which should apply to Ventus, too), even if we knew where they lived...should Ventus be considered to live in Castle Oblivion, at this point? I feel uncomfortable labeling stuff as a world when they're just stuck there (like Sora in Twilight Town), but it has been more than ten years for him, after all...I wouldn't count Aqua, though, since it's not like she ever stops moving in the RoD."We're werewolves, not swearwolves." (KrytenKoro) 21:29, 8 March 2012 (UTC)
for COM it is Sora's Tale. Sum2k3 05:01, 9 March 2012 (UTC)
Yeah, I would call Ven's world Castle Oblivion, especially since before that point he lived in LoD, which became Castle Oblivion. LightSymbol Character - Roxas.pngRoxas 20:08, 9 March 2012 (UTC)
I would call Castle Oblivion Ven's current homeworld, not because it used to be LoD, but just because it's the place where he dwells for a significant period of time. Similarly, I would list the Realm of Darkness for Aqua, and I would list Hollow Bastion for, say, Snow White or Belle, but not for Alice or Jasmine. --Neumannz, The Dark Falcon 00:19, 12 March 2012 (UTC)

Games

Are we listing games the character just cameo'd in? Example: Ventus in 358/2 Days--Burgundy 03:32, 11 March 2012 (UTC)

Ven didn't actually appear."We're werewolves, not swearwolves." (KrytenKoro) 06:34, 11 March 2012 (UTC)

Multiple Homeworlds

For articles like the brooms and moogles, which cover multiple entities who live in different worlds, is it possible to make it so all the worlds listed are bolded (or unbolded, if that would look better), by using charworld0 or something like that? --Burgundy 23:29, 31 March 2012 (UTC)

I can look into it, but don't those both have a single main world?"We're werewolves, not swearwolves." (KrytenKoro) 02:13, 1 April 2012 (UTC)
Well, we don't know where the brooms originated, its possible some were created in SoS, and others were created in Disney Castle/Town. And i guess the Moogles came to TT/RG/MA/TWTNW from an unknown world --Burgundy 02:26, 1 April 2012 (UTC)

Minor improvements that could possibly be implemented

XMbQaeM.png
ShardofTruth Once you believe, truth and lie are quite the same thing. — 14:19, 26 May 2012 (UTC)
Game Clear Data KHRECOM.png The BBS enemy template is nearly perfect now, only the drop rates and the Mirage Arena part have to be added. The only problem left is that bosses fought by two or all three characters can't have different stats. This is only the case for Vanitas and Terra-Xehanort (all is fine with the Magic Mirror) and the only problem there is that the HP parameter (BBSHP1) always rounds its input, meaning I can add a reference at the end. This is because how the HP value is calculated for the normal enemies, but the bosses always have fixed HP values so maybe you can do something about this Kryten.

I also noticed two things in the KHD template:

  • The "????"-Xion fight and the "????"-Riku fight don't have any HP (358HP), EXP (358EXP) or DEF (358DEF) values so a "-" is listed instead there at the moment, but the template doesn't like it (it doesn't like a blank field either).
  • Although the Stun parameter (358STUN) is filled in correctly there is no output in the template, only a blank field.

I don't know what the problem with the dragons is, they look fine to me.

KHD item drop issue

The infobox is not equipped to properly display the item drops for the Bulky Vendor and the Rare Vendor. This is because only the rarest drop for them corresponds to the mission rank, while the other two vary more often. --Neumannz, The Dark Falcon 16:55, 6 July 2012 (UTC)

Solved by adding a "358reward" parameter for a customized rewards section. --Neumannz, The Dark Falcon 15:10, 9 May 2013 (UTC)

Categorization issues for multi-enemy boss pages

I'm not sure how we want to handle this, since Clone Sora only appears on Game:Vexen anyway, but we might need to recode it so that type categories can be turned off.

On a related note, are Clone Soras truly Heartless, and are they listed on the Heartless page?192.249.47.177 20:51, 25 July 2012 (UTC)

The Ultimania lists the Absent Silhouettes and the Replica Datas as Nobody, Clone Sora is not mentioned as something different so we should categorize him as Replica for the time being. --ShardofTruth (talk) 21:10, 25 July 2012 (UTC)
Well that solves that then.192.249.47.177 21:35, 25 July 2012 (UTC)

Dream Drop Distance

I'm a bit unsure how the template works, should the Link Attack and the Link Style use the same column (DDDlink) and what's "Style" exactly? I mean why do we have to to categorize the Dream Eaters in attribute and style if it means he has the Fire attribute and its style is Magic/Fire and where does this evaluation come from? Aura Lion uses mostly magic when in the "Clear Mind" disposition, so Physical/Light doesn't apply anymore. --ShardofTruth 12:22, 16 August 2012 (UTC)

DDDlink is for the Link Actions. Styles are a similar stat that determine which Link Style and Dual Link Styles Riku can use; basically, you can work backwords from whatever the Link Style is to determine the elemental Style. We can switch the parameter with "Link Style" if desired, and drop all mention of elements for Riku (so that you have Shining Hammer + Shining Hammer for Bladecharge), but the Famitsu magazine used those terms in the Dual Link guide it made.
Conversely, a Dream Eater's attribute (except for Meow-types) determines which Dual Link Actions it creates. Basically, Spirits have two sometimes-different stats that determine how the Spirit Links.192.249.47.177 13:19, 16 August 2012 (UTC)
Sorry about that, I should've read the article fist. So instead of naming Riku's Link Style directly (like Shining Hammer for Aura Lion) like it's done for Sora, the attribute of the style is filled in instead so the dual style can be determined. Is this correct? --ShardofTruth 20:15, 16 August 2012 (UTC)
Yes. It's also why Riku only has five Single Links (which I guess you could argue makes sense because as a Dream Eater, his "Single Links" are already Dual Links, so they should be element-based like Sora's are). The Link Style is determined directly from the Style, and Style is a more useful parameter so we'll just cover the commands in the category."We're werewolves, not swearwolves." (KrytenKoro) 20:43, 16 August 2012 (UTC)

Nightmare Infobox Template

Well, thanks to the help of Shard, I managed to start a draft of the template for Nightmares here. In the page itself, there's a link to an Ultimania scan which I used as a basis to start it, but I don't know if everything is translated correctly. Also, in it's respective talk page, there's an example of how it looks for now. Please, tell me anything I could improve on it. - MateusinhoEX - 14:09, 16 April 2013 (UTC)

Kryten has to greenlight the enemy template. What I'm wondering is if we could calculate the stats instead of just showing the base values. Basically it would be a combination of the templates of KHBBS (the calculation) and KH (before and after clearing the world). ShardofTruth 20:07, 18 April 2013 (UTC)
Well, I will need to know each worlds battle level, before and after clearing it. Then I think I can do it. EDIT: Forget it, I saw it up there now. - MateusinhoEX - 13:09, 19 April 2013 (UTC)
Okay, I got how to do it. Using the BBS template as a basis, I think I can manage to make the calculation works correctly. The only problem is: how we're gonna put it on the infobox? I mean, in the BBS template, the only thing that changed was the world, and in KH, only the level after and before the rescue. Although, in KH3D both changes. If we put the worlds in the left, we would need to make 10 columns to put the stats from before and after clearing the world. So, I sugest putting the stats in rows per combat level, putting only the levels of the respective worlds in which the Nightmare appears, before and after clearing it. Toughts? - MateusinhoEX - 14:01, 19 April 2013 (UTC)
I just corrected a translations error above. The EXP value is calculated by mutliplying the enemy's exp stat with the one corresponding with the combat level in the second table. I'm not sure about the drops though, that seems to be overly complicated and the Google translation is not helping. Also, forgive my rant, but the Bradygames guide is completely useless is this department. They just print the stats without providing a way to use them properly, how stupid is that?
As for the template: Making the combat level visible is a good idea because then there is no need to distinguish between pre-cleared and cleared anymore, but adding the location names (like in the KHII template) would also be nice, probably by giving every location two rows of stats (with the exception of The World That Never Was of course). Maybe it's also possible to "hardcode" them somehow because every combat level is only connected to one location (unlike KHBBS). I'm not sure what level 40 is at the moment, probably some kind of special portal, but level 50 is only applied during the fight against Julius.
But that's just my input, maybe there are other ideas. Anyway your doing a great job MateusinhoEX, thanks for putting so much work in here. ShardofTruth 16:02, 19 April 2013 (UTC)

Just... just... perfect. The KHII template was just what I was needing as an example. I know perfectly how to do it now. The EXP will be a little complicated, because I willl need to make an utility template to switch the combat lv to to it's respective EXp modifier. Thanks, Shard. - MateusinhoEX - 16:01, 19 April 2013 (UTC)

I think the template is almost done. Although, I still need to add some levels to the DDDLV template, used to make the calculations and make a test with a boss.- MateusinhoEX - 17:03, 07 May 2013 (UTC)

CoM & Re:CoM infobox

I just wanted to point out some problems that currently riddle this infoxbox:

  • Firstly it's inconsistent because it incoperates the CoM stats with Re:CoM resistances and card data.
  • Secondly it shows incorrect floors/basements and/or not all floors/basements the enemy appears.

The enemy stats change heavly in Re:CoM and on the same time they're are not the same in the CoM Ultimania and the Bradygames guide. Here are three examples (more are on my userpage):

  • Fat Bandit, Floor 6
Bradygames guide HP=180 AP=15 EXP=85 Physical Attack = Invulnerable
CoM Ultimania HP=178 AP=14 EXP=80 Physical Resistance = ×0※
Re:CoM Ultimania HP=153 AP=15 EXP=85 Physical Resistance = ×1.0

※when attacking from behind it's ×1.0

  • Barrel Spider, Floor 12
Bradygames guide HP=192 AP=22 EXP=143
CoM Ultimania HP=191 AP=21 EXP=130
Re:CoM Ultimania HP=194 AP=21 EXP=130
  • Screwdiver, Basement 7
Bradygames guide HP=120 AP=15 EXP=68 Card values = N/A
CoM Ultimania HP=119 AP=14 EXP=66 Card values = 1, 2
Re:CoM Ultimania HP=97 AP=15 EXP=66 Card values = 2, 3

As you can see either the stats in the American version of CoM are either different or calculated with a different formula and/or rounded differently by the Bradygames guide team. When filling in the resistances I used the ones from Re:CoM Ultimania because the two Re:CoM exclusive ones (Magnet, Freeze) are present in the template. I also used the card values from Re:CoM because they are important to the newly introduced duel trigger mechanic. The resistances are mostly the same, the only differences are found on enemies that are invulnerable to frontal attacks (Large Body, Fat Bandit and Defender) which was a bit more important for a 2D game I guess and the White Mushroom, who doesn't have resistances listed in the Re:CoM Ultimania at all.
I'm not sure what can be done about this, either drop the CoM stats alltogether are split the template.

The second thing is the floor/basement appearance which the Bradygames guide doesn't differentiate but the Ultimanias do. Basically the enemies appear in their respective worlds like in the other games but because the world can appear on different floors it all depends on the sets of world cards Sora/Riku get:

Mode 1st set 2nd set 3rd set 4th set 5th set 6th set
Sora's Story F1 F2-F6 F7-F10 F11 F12 F13
TrT AG, OC, WL, MO, HT AT, NL, HB, HAW TwT DI CO
Reverse/Rebirth B12 B11-B8 B7-B4 B3 B2 B1
HB AG, MO, NL, TrT AT, OC, WL, HT DI TwT CO

So if an enemy appears in Halloween Town it appears in Sora's 2nd set and Riku's 3rd set of world cards, meaning Floor 2-6 and Basement 7-4 , where only Floor 6 and Basement 7 overlap stats-wise. An enemy that appears in Neverland appears in Sora's 3rd set and Riku's 2nd set of worlds card, meaning Floor 7-10 and Basement 11-8, which never overlap stats-wise.
So adding some sort of "set" parameter for Sora and Riku to the template to determine which floor/basement is actually shown would be helpful. ShardofTruth 10:34, 7 May 2013 (UTC)

Scrap the part about the floors, I just realized it's already implemented. ShardofTruth 10:52, 7 May 2013 (UTC)
Some of the bosses that appear on the same floor/basement level may have different floor/basements stats though, this is especially true for Re:CoM. ShardofTruth 14:40, 7 May 2013 (UTC)

Original Japanese stats

Many enemies got a lot of stat changes when Kingdom Hearts got localized. For example, Rock Titan originally had 4500 HP (!) that was thankfully cut down to 2100 for us. Do we care? Pink Agaricus (talk) 12:53, 19 September 2013 (UTC)

It could possibly be noted with ref notes, but it would be extremely difficult for us to check all of it due to the Ultimanias not being released outside of Japan."We're werewolves, not swearwolves." (KrytenKoro) 03:31, 20 September 2013 (UTC)

Re:COM and COM stats

Okay, I'm done updating all of the bosses with the different stats between the games, but there's one problem I've run into. The stats for the Re:COM exclusive bosses (Marluxia III and Zexion) aren't showing up. Can somebody find and fix where I went wrong in coding the template? Pink Agaricus (talk) 04:27, 27 October 2013 (UTC)

We don't use separate boxes for different releases of the same game, so just use the superscript templates if the stats differ."We're werewolves, not swearwolves." (KrytenKoro) 17:33, 27 October 2013 (UTC)
The problem here is that not some but almost every stats differ in Re:CoM. The current template incoperates KHCOM with KHRECOM stuff and can (in some instances) be completely wrong for both games because of that. Another problem is that if something differs in Reverse\Reverse and in Re:CoM and then in Re:CoM Reverse\Rebirth superscript won't really be helpful in this case, just really confusing and besides the point when more informations is annotated than actually shown in the template. ShardofTruth 20:48, 27 October 2013 (UTC)
Do we do this for every remake, then?"We're werewolves, not swearwolves." (KrytenKoro) 03:03, 28 October 2013 (UTC)
I don't think there are any other remakes with such a major overhaul, except for Re:coded, and it's not like we have stats for coded... Am I wrong? --Neumannz, The Dark Falcon 03:10, 28 October 2013 (UTC)
You're right. I also never encountered stats for Coded anyway, I think it's the least documented game of the series. Another possibility, if we don't want separate boxes for the CoM and ReCoM is to make some sort of sub-box for both releases. ShardofTruth 16:42, 28 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. 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."We're werewolves, not swearwolves." (KrytenKoro) 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? TheSilentHero 18:29, 1 October 2015 (UTC)

Re:coded Stats

So, I showed this and this to Pea and he said some things that mean we need to change the stats tab. Here is our conversation but to summarise:

  • Bosses don't give EXP.
  • There is no "Physical Resistance".
  • 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: Read that too. TheFifteenthMember 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. ShardofTruth 22:48, 14 December 2013 (UTC)
Well, we can cover bosses at least. TheFifteenthMember 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. Pea14733 ---- [土] 21:48, 15 December 2013 (UTC)
Here are page 128 and 129, I hope the quality is okay as I had to use a different scanner. ShardofTruth 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 This. Any ideas? Pea14733 ---- [土] 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. ShardofTruth 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. Pea14733 ---- [土] 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. ShardofTruth 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... Pea14733 ---- [土] 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.

  1. 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.
  2. 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? - MateusinhoEX 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. ShardofTruth 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. - MateusinhoEX 12:37, 19 December 2013 (UTC)
The answer is super late but I think the Risky Wind color would be the best option. ShardofTruth 21:45, 27 December 2013 (UTC)

2.5 Color Scheme

Should we arrange the color scheme like we did with everything else. RikutheBloody 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. Diamond Dust Keychain KHFM.pngKeybladeSpyMaster Diamond Dust Keychain KHFM.png 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."We're werewolves, not swearwolves." (KrytenKoro) 19:57, 16 March 2015 (UTC)

Re:coded stats (done)

So I created the Re:coded infoboxes (with help from Pea). You can see it in action here. Are there any suggestions/objections before I add it to the template? TheSilentHero 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 here. Which one looks better? TheSilentHero 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. --Neumannz, The Dark Falcon 22:57, 26 August 2015 (UTC)
So, something like this? (Feel free to change the colors a bit.) TheSilentHero 18:04, 27 August 2015 (UTC)
So right now, which color is which? --Neumannz, The Dark Falcon 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? TheSilentHero 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. --ShardofTruth
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. Pea14733 ---- [土] 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. TheSilentHero 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. --ShardofTruth 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. --Neumannz, The Dark Falcon 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? TheSilentHero 06:55, 3 September 2015 (UTC)

I found a way to explain things, thanks to the Main Page's Game Portals (It's the small ? next to "World"). 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? TheSilentHero 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. TheFifteenthMember 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. --Neumannz, The Dark Falcon 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? TheSilentHero 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. TheFifteenthMember 17:48, 17 September 2015 (UTC)
Fifteenth, you already know how to exclude things from mobile, right? --Neumannz, The Dark Falcon 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. TheFifteenthMember 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? TheSilentHero 13:56, 7 October 2015 (UTC)

I think yes. TheFifteenthMember 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?"We're werewolves, not swearwolves." (KrytenKoro) 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. TheSilentHero 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"."We're werewolves, not swearwolves." (KrytenKoro) 17:02, 6 March 2016 (UTC)