Template:Character: Difference between revisions
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|COMgrav={{{COMgrav|}}}|COMstun={{{COMstun|}}}|COMstop={{{COMstop|}}}|COMwarp={{{COMwarp|}}}|COMbind={{{COMbind|}}}|COMconf={{{COMconf|}}}|COMterr={{{COMterr|}}}|COMmagn={{{COMmagn|—}}}|COMfree={{{COMfree|—}}} | |COMgrav={{{COMgrav|}}}|COMstun={{{COMstun|}}}|COMstop={{{COMstop|}}}|COMwarp={{{COMwarp|}}}|COMbind={{{COMbind|}}}|COMconf={{{COMconf|}}}|COMterr={{{COMterr|}}}|COMmagn={{{COMmagn|—}}}|COMfree={{{COMfree|—}}} | ||
|COMreward={{{COMreward|}}}|COMworld={{{COMworld|}}} | |COMreward={{{COMreward|}}}|COMworld={{{COMworld|}}} | ||
|ability={{{ability|}}}|ReCOMability={{{ReCOMability|{{{ability|}}}}}}|REability={{{REability|}}}|ReCOMdesc={{{ReCOMdesc|{{{desc|}}}}}}|desc={{{desc|}}}|cardname={{{cardname|{{{name}}}}}}|duration={{{duration|}}}|CP={{{CP|}}}|COMMP={{{COMMP|}}}|ReCOMMP={{{ReCOMMP|}}}|COMrate={{{COMrate| | |ability={{{ability|}}}|ReCOMability={{{ReCOMability|{{{ability|}}}}}}|REability={{{REability|}}}|ReCOMdesc={{{ReCOMdesc|{{{desc|}}}}}}|desc={{{desc|}}}|cardname={{{cardname|{{{name}}}}}}|duration={{{duration|}}}|CP={{{CP|}}}|COMMP={{{COMMP|}}}|ReCOMMP={{{ReCOMMP|}}}|COMrate={{{COMrate|}}}|ReCOMrate={{{ReCOMrate|{{{COMrate|}}}}}}|duel={{{duel|}}}|time={{{time|}}} | ||
|ReCOM1={{{ReCOM1|}}}|ReCOMHP1={{{ReCOMHP1|}}}|ReCOMAP1={{{ReCOMAP1|}}}|ReCOMEXP1={{{ReCOMEXP1|}}} | |ReCOM1={{{ReCOM1|}}}|ReCOMHP1={{{ReCOMHP1|}}}|ReCOMAP1={{{ReCOMAP1|}}}|ReCOMEXP1={{{ReCOMEXP1|}}} | ||
|ReCOM2={{{ReCOM2|}}}|ReCOMHP2={{{ReCOMHP2|}}}|ReCOMAP2={{{ReCOMAP2|}}}|ReCOMEXP2={{{ReCOMEXP2|}}} | |ReCOM2={{{ReCOM2|}}}|ReCOMHP2={{{ReCOMHP2|}}}|ReCOMAP2={{{ReCOMAP2|}}}|ReCOMEXP2={{{ReCOMEXP2|}}} |
Revision as of 12:11, 28 October 2023
Game | ' |
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Usage
This is a generalized enemy infobox - many parameters are optional, and you will rarely use all of them.
Enemies with multiple parts or forms, like the Parasite Grave, World of Chaos, or Riku, will still be handled as separate, hand-coded tabs.
The parameters have been grouped as per tab.
Profile Parameters | ||
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name | English name | |
katakana | Japanese name in katakana | This line should also be used for Japanese names written in Kanji. |
romaji | Japanese name in romaji | Romaji should be in modified Hepburn style. |
jpname | Optional: Literal translation of Japanese name | This should only be used if the Japanese name is different from the English name. |
fr | Optional: The enemy's French name. | |
de | Optional: The enemy's German name. | |
image | The enemy's image. | Use full image syntax, but no thumbnail or caption. |
FMimage | Optional: The FM version of the enemy's image. | Use full image syntax, but no thumbnail or caption. |
image2 | Optional: In the case of enemy characters, the enemy's image from later appearances, when different | Use full image syntax, but no thumbnail or caption. |
tab1, tab2 | Optional: When using image2, the games to which image and image2 apply. | Use abbreviations for the games: KH, KHCOM, KHII, KHD, KHBBS, KHC. Separate with commas. |
game# | Games that the enemy appears in | Use one entry per game, in the form game1, game2, etc. Do not list Final Mixes if the enemy appeared in the original game. |
type | Enemy's type | Either "Heartless", "Pureblood Heartless", "Emblem Heartless", "Low-ranking Nobody", "High-ranking Nobody", "Organization XIII", "Unversed", "Somebody", or "Mechanism". |
spec | Infobox spec | Either "Heartless", "HeartlessBoss", "Nobody", "NobodyBoss", or "CharacterBoss". |
s#, f# | Optional: Variations of the enemy | For example, the Soldier infobox would list "Commander", "Stealth Soldier", "Deserter", and "Sergeant". Use one entry per species, in the form s1, s2, etc. Use the f# parameters if the link must have a different title than the enemy's name (Ex. "s1=Riku (Boss)", "f1=Riku"). |
For Heartless with a large number of variations, the Character/Variations subpage will add these parameters automatically. It currently supports all variations of the Shadow, Soldier, Large Body, Red Nocturne, Creeper Plant, and Minute Bomb. |
Journal Parameters | ||
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journalKH | The Kingdom Hearts or Kingdom Hearts Final Mix journal entry. | Use <br> for line breaks. Do not put links in the text. Do not use the journal entries for character bosses. |
journalSS | The Kingdom Hearts: Chain of Memories - Sora's Story journal entry | |
journalRR | The Kingdom Hearts: Chain of Memories - Reverse/Rebirth journal entry | |
journalRE | The Kingdom Hearts Re:Chain of Memories journal entry (if it differs from the original game) | |
journalKH2 | The Kingdom Hearts II or Kingdom Hearts II Final Mix journal entry | |
journal358 | The Kingdom Hearts 358/2 Days journal entry | |
journalBBS | The Kingdom Hearts Birth by Sleep or Kingdom Hearts Birth by Sleep Final Mix journal entry | |
journalCOD | The Kingdom Hearts coded or Kingdom Hearts Re:coded journal entry | |
journalDDD | The Kingdom Hearts 3D: Dream Drop Distance journal entry | |
journalUX | The Kingdom Hearts χ[chi] or Kingdom Hearts Unchained χ or Kingdom Hearts Union χ[cross] journal entry | |
journalXBC | The Kingdom Hearts χ Back Cover journal entry | |
journalKH3 | The Kingdom Hearts III journal entry |
Kingdom Hearts Parameters | ||
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KHHP# | The enemy's HP. | KHHP1 for before Kairi's rescue, KHHP2 for after. If the stat varies throughout one period, use "statmin-statmax". If it doesn't appear, use "N/A". |
KHATK# | The enemy's attack stat. | |
KHDEF# | The enemy's defense stat. | |
KHMP# | The enemy's MP recovery stat. | |
KHEXP# | The enemy's experience stat. | |
KHweapon, KHfire, KHbliz, KHthun, KHdark, KHstop, KHgrav, KHko, KHother | The enemy's vulnerability to each element. | Use "x#" (ex. "x1.0") for the stat. "x0" if the enemy is immune, and "Absorb" if they absorb the element. |
KHreward | The enemy's drops. | Separate the different categories (HP recovery, MP recovery, Munny, items) with <br>. If the rewards are location specific, place a bolded header above each set of drops. |
KHworld | The worlds the enemy appears in. | Separate each world by commas. |
Kingdom Hearts Coliseum Parameters | ||
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CKHreward | Rewards after defeating the enemy in a Coliseum match. | Only use this if the reward is given before the cup is over, like the Genji Shield won from Yuffie. |
KHcup# | The name of the cup the enemy appears in. | Use one entry per cup, in the form KHcup1, KHcup2, etc. |
KHseed#% | The number of the seed the enemy appears. | Use one entry per seed. "#" represents the cup, "%" represents the seed, in the form KHseed11, KHseed12, etc. |
KHteam#% | The name of the team the enemy appears on. | "#" represents the cup, "%" represents the seed, in the form KHteam11, KHteam12, etc. |
KHnum#% | The number of the particular enemy appearing on the team. | "#" represents the cup, "%" represents the seed, in the form KHnum11, KHnum12, etc. |
Kingdom Hearts: Chain of Memories Parameters | ||
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COMHP# | The enemy's HP. | Use one entry per floor, with "#" as the floor number. |
COMAP# | The enemy's attack points. | |
COMEXP# | The enemy's experience stat. | |
COMphys, COMneut, COMspec, COMother | The enemy's vulnerability to each type of attack. | Use "x#" (ex. "x1.0") for the stat. |
COMfire, COMbliz, COMthun, COMaero | The enemy's vulnerability to each element. | Use "x#" (ex. "x1.0") for the stat. "x0" if the enemy is immune, and "Absorb" if they absorb the element. |
ability | The name of the enemy's Enemy Card ability. | If the enemy only appears in Chain of Memories as an Enemy Card (ex. the Re:Chain of Memories Organization XIII cards), use "REability" instead. |
desc | The description of the enemy's Enemy Card ability. | |
duration | The duration of the enemy's Enemy Card ability. | |
CP | The CP cost of the enemy's Enemy Card. | |
COMworld | The worlds the enemy appears in. | Separate each world by commas. |
cardname | The name of the enemy's Enemy Card. | Use in infoboxes that use a more recent translation of the enemy's name. |
Kingdom Hearts II Parameters | ||
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KH2loc# | The location in which the enemy appears. | Use one entry per location, in the form KH2loc1, KH2loc2, etc. |
KH2enc# | Optional: Subtext for the location. | Use one entry per location, in the form KH2enc1, KH2enc2, etc. |
KH2LV# | The enemy's level. | Use one entry per location, in the form KH2LV1, KH2LV2, etc. |
KH2HP | The enemy's HP multiplier. | |
KH2EXP | The enemy's EXP multiplier. | |
KH2HP# | Use for enemies with set HP, like bosses. | Use one entry per location, in the form KH2HP1, KH2HP2, etc. |
KH2phys, KH2fire, KH2bliz, KH2thun, KH2dark, KH2neut | The enemy's vulnerability to each element. | Use "x#" (ex. "x1.0") for the stat. "x0" if the enemy is immune, and "Absorb" if they absorb the element. |
KH2reward | The enemy's drops. | Separate the different categories (HP recovery, MP recovery, Munny, items) with <br>. If the rewards are location specific, place a bolded header above each set of drops. |
KH2world | The worlds the enemy appears in. | Separate each world by commas. |
FM2tab | Use when a KHIIFM tab is needed. | Any value will do, like FMtab=* |
FM2loc# | The location in which the enemy appears, if it differs from the original. | |
FM2enc# | Optional: Subtext for the location, if it differs from the original. | |
FM2LV# | The enemy's level, if it differs from the original. | |
FM2HP | The enemy's HP multiplier, if it differs from the original. | |
FM2EXP | The enemy's EXP multiplier, if it differs from the original. | |
FM2HP# | Use for enemies with set HP, like bosses, if it differs from the original. | |
FM2phys, FM2fire, FM2bliz, FM2thun, FM2dark, FM2neut | The enemy's vulnerability to each element, if it differs from the original. | |
FM2reward | The enemy's drops, if it differs from the original. | |
FM2world | The worlds the enemy appears in, if it differs from the original. |
Kingdom Hearts II Coliseum Parameters | ||
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KH2cup# | The name of the cup the enemy appears in. | Use one entry per cup, in the form KHcup1, KHcup2, etc. |
KH2match#% | The number of the match the enemy appears. | Use one entry per match. "#" represents the cup, "%" represents the match, in the form KH2match11, KH2match12, etc. |
KH2num#% | The number of the enemy that appears in the match. | Use one entry per match. "#" represents the cup, "%" represents the match, in the form KH2match11, KH2match12, etc. |
CKH2LVL# | The enemy's level. | |
CKH2HP | The enemy's HP multiplier. | |
CKH2HP# | Use for enemies with set HP, like bosses. | |
CFM2tab | Use when a KHIIFM tab is needed. | Any value will do, like CFM2tab=* |
CFM2LV# | The enemy's level, if it differs from the original. | |
CFM2HP | The enemy's HP multiplier, if it differs from the original. | |
CFM2HP# | Use for enemies with set HP, like bosses, if it differs from the original. |
Kingdom Hearts 358/2 Days Parameters | ||
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358heart | The enemy's Heart Point drops. | |
358munny | The enemy's munny drops. | |
358HPs, 358HPb | The enemy's HP drops (big and small). | |
358HP | The enemy's HP factor. | Use "x#" (ex. "x1.0") for the stat. |
358EXP | The enemy's experience factor. | Use "x#" (ex. "x1.0") for the stat. |
358DEF | The enemy's defense factor. | Use "x#" (ex. "x1.0") for the stat. |
358flinch | Whether the enemy can flinched from normal attacks, by Flinch attacks, or not at all. | Use "◯" for "Normal attacks", "△" for "Flinch attacks", and "X" for "None" |
358bloom | Whether the enemy can be instantly defeated by the pink version of Bloom-Out. | Use "◯" when it is defeated. Shows "X" by default. |
358M# | The number of the mission in which the enemy appears. | Use one entry per location, in the form 358M1, 358M2, etc. |
358M#nomm | (Optional) Used when an enemy does not appear in a certain mission in Mission Mode. | Use one entry per location, in the form 358M1nomm, 358M2nomm, etc. |
358LVL# | The enemy's level during the mission. | |
358reward# | The enemy's item drops during the mission. | Indicate the probability of the drop (e.g. "Potion (10%)"). |
358fire 358bliz 358thun 358aero |
The enemy's vulnerability to each element. | Use "x#" (ex. "x1.0") for the stat. "x0" if the enemy is immune, and "x-0.10" if they absorb the element. |
358igni 358free 358jolt 358toss |
The enemy's vulnerability to each status effect. | Use "x#" (ex. "x1.0") for the stat. "x0" if the enemy is immune. |
358part# 358partdef# |
The body part and defense power adjustment for each part. | Use "358part1" and "358partdef1", "358part2" and "358partdef2", etc. |
358world | The world(s) the enemy appears in. |
Kingdom Hearts 358/2 Days Coliseum Parameters | ||
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358match11 358match21 |
The match the enemy appears in. | Parameters with "1" refer to the Mission 61 games. Parameters with "2" refer to the Mission 73 games. |
358match1nomm, 358match2nomm | (Optional) Used when an enemy does not appear in the Games in Mission Mode. | |
358num11 358num21 |
The number of enemies that appear in the match. | |
CKHDLVL1 CKHDLVL2 |
The enemy's level during the match. |
Kingdom Hearts Re:coded Parameters | ||
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CODloc# | The world the enemy appears in. | Use one entry per location, in the form CODloc1, CODloc2, etc. |
CODenc# | Adds a note beneath the location's name. | Optional: Use one entry per location, in the form CODenc1, CODenc2, etc. |
CODLVL# | The level of the enemy. | Use one entry per location, in the form CODLVL1, CODLVL2, etc. Use only for enemies with stat multipliers. |
CODHP | The multiplier for the enemy's HP. | Only one entry is needed. Use only for enemies with a HP multiplier. For enemies with set HP, CODHP# is used. |
CODEXP | The multiplier for the enemy's EXP. | Only one entry is needed. Use only for enemies with an EXP multiplier. For enemies with set EXP, CODEXP# is used. |
CODEXP#n | Can be used to add a reference after the EXP. | Use one entry per level, in the form CODEXP1n, CODEXP2n, etc. Use only for enemies with an EXP multiplier. For enemies with set EXP, add the reference to CODEXP#. |
CODDEF | The multiplier for the enemy's Defense. | Only one entry is needed. Use only for enemies with a Defense multiplier. For enemies with set Defense, CODDEF# is used. |
CODHP# | The enemy's HP. | Use one entry per level, in the form CODHP1, CODHP2, etc. Use only for enemies with a set HP. For enemies with a HP multiplier, use CODHP. |
CODEXP# | The enemy's EXP. | Use one entry per level, in the form CODEXP1, CODEXP2, etc. Use only for enemies with a set EXP. For enemies with an EXP multiplier, use CODEXP. For bosses that do not give EXP, this entry can be left empty. |
CODSTR# | The enemy's Strength. | Use one entry per level, in the form CODSTR1, CODSTR2, etc. Use only for enemies with a set Strength. |
CODDEF# | The enemy's Defense. | Use one entry per level, in the form CODDEF1, CODDEF2, etc. Use only for enemies with a set Defense. For enemies with a Defense multiplier, use CODDEF. |
CODfire, CODbliz, CODthun, CODaero | The enemy's vulnerability to each element. | Use x# for the stat (x1.0, for example). |
CODigni, CODfree, CODjolt, CODtoss, CODslow, CODstop, CODconf, CODstun, CODmagn | The enemy's vulnerability to each status effect. | Use "O" if the enemy is affected, "X" if the enemy is immune, and "Δ" if the enemy is partially affected. |
CODreward, CODreward1, CODreward2, CODreward3, CODreward4 | The enemy's item drops. | Use CODreward for HP balls/Munny and CODreward# for difficulty drops (1 = beginner, 2 = standard, 3 = proud, 4 = critical). |
CODworld | The worlds the enemy appears in | |
COD99HP, COD99EXP, COD99DEF | Used like CODHP, CODEXP, and CODDEF, but automatically create a list of all 99 levels. Used for the Eliminator and Gold Tricholoma. When using these, CODloc# and CODLVL# do not have to be used. |
Kingdom Hearts Re:coded System Sector Parameters | ||
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CODSSHP | The multiplier for the bugged enemy's HP. | |
CODSSloc# | The world the enemy appears in. | Use one entry per location, in the form CODSSloc1, CODSSloc2, etc. |
CODSSsec# | The System Sector the enemy appears in. | Use one entry per location, in the form CODSSsec1, CODSSsec2, etc. |
CODSSflr# | The floor the enemy appears on. | Use one entry per location, in the form CODSSflr1, CODSSflr2, etc. Use only when level/type of enemy differs between floors. |
CODSSrow# | The number of rows for the System Sector. | Can be used for enemies that have multiple different levels in one System Sector. Use either "2" or "3" |
CODSSLVL# | The level of the enemy. | Use one entry per location, in the form CODSSLVL1, CODSSLVL2, etc. |
CODSSflr#x, CODSSLVL#x | Used in combination with CODSSrow# for the floor and level of the second and third row. | Use CODSSflr#b and CODSSLVL#b for the second row, and CODSSflr#c and CODSSLVL#c for the third row. |
CODSScol#, CODSScol#b, CODSScol#c | The type of the enemy | Leave blank for regular enemies (blue), use "bug" for bugged enemies (red), and use "green" for green bugged enemies (green) |
CODSSworld | The worlds the enemy appears in |
Kingdom Hearts Re:coded Side-scrolling Parameters | ||
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COD2Dloc# | The world the enemy appears in. | Use one entry per location, in the form COD2Dloc1, COD2Dloc2, etc. |
COD2DLVL# | The level of the enemy. | Use one entry per location, in the form COD2DLVL1, COD2DLVL2, etc. |
COD2DHP | The multiplier for the enemy's HP. | Only one entry is needed. |
COD2DEXP | The multiplier for the enemy's EXP. | Only one entry is needed. |
COD2DDEF | The multiplier for the enemy's Defense. | Only one entry is needed. |
COD2Dreward | The item drops of the enemy. | |
Kingdom Hearts Re:coded 3D-Shooting Parameters | ||
COD3Dloc# | The world the enemy appears in. | Use one entry per location, in the form COD3Dloc1, COD3Dloc2, etc. |
COD3Denc# | Adds a note beneath the location's name. | Optional: Use one entry per location, in the form COD3Denc1, COD3Denc2, etc. |
COD3DHP# | The enemy's HP. | Use one entry per location, in the form COD3DHP1, COD3DHP2, etc. |
COD3DEXP# | The enemy's EXP. | Use one entry per location, in the form COD3DEXP1, COD3DEXP2, etc. |
COD3DSTR# | The enemy's Strength. | Use one entry per location, in the form COD3DSTR1, COD3DSTR2, etc. |
COD3DDEF# | The enemy's Defense. | Use one entry per location, in the form COD3DDEF1, COD3DDEF2, etc. |
COD3Dreward | The item drops of the enemy. | |
Kingdom Hearts Re:coded Labyrinth Parameters | ||
CODlabloc# | The layer(s) the enemy appears in. | Use in the form CODlabloc1, CODlabloc2, etc. Consecutive layers with the same level can be grouped together (Layer 1-4, for example). |
CODlabLVL# | The level of the enemy. | Use one entry per location parameter, in the form CODlabLVL1, CODlabLVL2, etc. |
CODlabHP | The multiplier for the enemy's HP. | Only one entry is needed. |
CODlabEXP | The multiplier for the enemy's EXP. | Only one entry is needed. |
CODlabDEF | The multiplier for the enemy's Defense. | Only one entry is needed. |
CODlabreward | The item drops of the enemy. |
Kingdom Hearts 3D: Dream Drop Distance Parameters | ||
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Universal Parameters | ||
DDDfire DDDbliz DDDthun DDDwater DDDdark DDDligh |
Resistance to each element. | |
Spirit Parameters | ||
nightmareimage | The image of the Nightmare counterpart, if applicable. | |
rareimage | The image of the Rare Nightmare counterpart, if applicable. | |
DDDSEXP | The Spirit's EXP modifier. | |
DDDdream | The Spirit's Dream Piece. | |
DDDSHP | The Spirit's HP. | |
DDDSSTR | The Spirit's Strength. | |
DDDSMAG | The Spirit's Magic. | |
DDDSDEF | The Spirit's Defence. | |
DDDatt | The Spirit's attribute. | |
DDDstyle | The Spirit's style. | |
DDDlink | The Spirit's Link Attack. | |
DDDdisp1 DDDdisp2 DDDdisp3 DDDdisp4 |
The name of the Spirit's dispositions. | |
DDDdesc1 DDDdesc2 DDDdesc3 DDDdesc4 |
The description of the Spirit's dispositions. | |
DDDdispab DDDdispac DDDdisp__ |
The body part to get from one disposition to another. | The format for each parameter is DDDdisp[starting disposion][target disposition]. For example, DDDdispdb is the way to get from disposition d (4) to disposition b (2). |
DDDreac | Use to indicate strong Dream Eaters with a higher Reaction Duarbility. | Any value will do, such as DDDreac=* This applies to the Kooma Panda, Zolephant, Drill Sye, Halbird, Eaglider, Thunderaffe, Cera Terror, Tyranto Rex, Aura Lion, Pegaslick, Electricorn, Skelterwild, Keeba Tiger, Ryu Dragon, and Ursa Circus. |
Enemy Parameters | ||
Note: There are four versions of each enemy parameter for the different types of enemies. Only the default Nightmare version is listed below; for the others, just change the prefix.
| ||
DDDNloc1 DDDNloc2 DDDNloc# |
The locations the enemy appears in. | For bosses with only one location, omit the number in the parameter name. |
DDDNenc1 DDDNenc DDDNenc# |
The specific encounter for each appearance, if applicable. | e.g. (Portal), (Revisited) |
DDDNLVL1 DDDNLV2 DDDNLV# |
The enemy's level for each appearance. | For bosses with only one location, omit the number in the parameter name. |
DDDNHP | The enemy's base HP value. | The HP for each appearance will be automatically calculated based on the level. |
DDDNEXP | The enemy's base EXP value. | |
DDDNSTR | The enemy's base Strength value. | |
DDDNMAG | The enemy's base Magic value. | |
DDDNDEF | The enemy's base Defense value. | |
DDDNstun DDDNmini DDDNsleep DDDNblind DDDNstop DDDNfree DDDNconf DDDNpois DDDNmagn DDDNslow DDDNigni DDDNbind DDDNzero DDDNtime DDDNzant |
The enemy's resistance to each status effect. | |
DDDNrewards | The rewards for defeating the enemy. | |
DDDNworlds | A list of worlds the enemy appears in. | |
Additional Boss Parameters | ||
Note: There are two versions of each boss parameter. Use DDDBS... for Sora's story, DDDBR... for Riku's story. | ||
DDDBSreac1 DDDBSreac2 DDDBSreac3 |
The boss's Reaction Durability for each appearance. | For bosses with only one location, omit the number in the parameter name. |
DDDBSreal1 DDDBSreal2 DDDBSreal3 |
The boss's Reality Durability for each appearance. | For bosses with only one location, omit the number in the parameter name. Leave empty if Reality Shifts are disabled during the battle. |
DDDYXHP | Use exclusively for Young Xehanort. | Any value will do, such as DDYXHP=* |
Kingdom Hearts Dark Road Parameters | ||
---|---|---|
Story | ||
DRep# | The episode the enemy appears in. | "#" is not the number of the episode itself; use DRep1 for the first episode the enemy appears in, DRep2 for the second, etc. |
DRep#r | The number of rows needed for the enemy stat table. | Use if an enemy appears in the same episode multiple times with different stats (set to number of variations). Defaults to 1. |
DRslv# | The enemy's level. | "#" is not dependent on the episode; use DRslv1 for the level of the enemy's first appearance, DRslv2 for the second, etc. |
DRsbp# | The enemy's BP drops. | Use DRsbp1 for the BP drops of the enemy's first appearance, DRsbp2 for the second, etc. |
World Battle | ||
DRw# | The World Battle worlds the enemy appears in. | Use DRw1 for the first world. For each subsequent world, add the value of the corresponding DRw#r to the current number, potentially skipping over numbers; for example, if DRw1=Agrabah and DRw1r=4, then to add a second world, use DRw5=Wonderland instead of DRw2=Wonderland. |
DRw#r | The number of rows needed for the enemy stat table. | Use if an enemy appears in multiple ranks of World Battles in the same world. Defaults to 1. |
DRwrank# | The rank of the World Battle the enemy appears in. | Use the exact name of the rank, not a number (e.g. "★★★", not "3"). |
DRwlv# | The enemy's level. | Use DRwlv1 for the level of the enemy's first appearance, DRwlv2 for the second, etc. |
DRwbp# | The enemy's BP drops. | Use DRwbp1 for the BP drops of the enemy's first appearance, DRwbp2 for the second, etc. |
Events | ||
DRe# | The name of the event the enemy appears in. | Use DRe1 for the first event, DRe2 for the second, etc. |
DRe#r | The number of rows needed for the enemy stat table. | Use if an enemy appears in the same event multiple times with different stats (set to number of variations). Defaults to 1. |
DRelv# | The enemy's level. | Use DRelv1 for the level of the enemy's first appearance, DRelv2 for the second, etc. |
DRebp# | The enemy's BP drops. | Use DRebp1 for the BP drops of the enemy's first appearance, DRebp2 for the second, etc. |
Tower of Trials | ||
DRt# | The floor number the enemy appears in. | Use DRt1 for the first event, DRt2 for the second, etc. |
DRt#r | The number of rows needed for the enemy stat table. | Use if an enemy appears on the same floors multiple times with different stats (set to number of variations). Defaults to 1. |
DRtper# | The time period the enemy appeared in. | For multiple time periods, separate with commas. |
DRtlv# | The enemy's level. | Use DRtlv1 for the level of the enemy's first appearance, DRtlv2 for the second, etc. |
DRtbp# | The enemy's BP drops. | Use DRtbp1 for the BP drops of the enemy's first appearance, DRtbp2 for the second, etc. |
Universal stats | ||
DRphys DRmag DRnone DRfire DRwater DRlightning DRwind DRlight DRdark |
The enemy's resistance to each element. | Use "Resist", "Weak", or "Immune". Defaults to "Normal". |
DRpoison DRsleep DRpara DRblind |
The enemy's resistance to each status effect. | Use "Resist", "Weak", or "Immune". Defaults to "Normal". |
DRattack | The enemy's attack type. | For example, "Physical" or "Magic". |
DRstats | The enemy's stats, if applicable. | For example, "High HP + DEF". |
DRbonus | The enemy's bonus, if applicable. | For example, "Extra BP". |
DRdefeat1 | Use if all passive effect requirements are "Defeat 1". | Any value will do, such as DRdefeat1=true. |
DRpass# | The passive effects from beating the enemy. | Use DRpass1 for the first effect, DRpass2 for the second, etc. |
Kingdom Hearts Melody of Memory Parameters | ||
---|---|---|
MOMattack | The strength of the enemy's attack. | Either "Weak", "Normal", or "Strong". Omit for bosses. |
MOMground1 MOMground2 MOMground3 MOMground4 |
The enemy's ground types. | Standard, Moving, Multi-Attack, Ranged Attack, Jumping, Pop-Up, or Ability. Omit for bosses. |
MOMair1 MOMair2 MOMair3 MOMair4 |
The enemy's aerial types. | |
MOMstage | The Music Stages the enemy appears in. | Separate stages by commas. |