Archives
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- Current Talk Page
- Archive 1 - July 08, 2009
- Archive 2 - August 14, 2009
- Archive 3 - September 02, 2009
- Archive 4 - September 19, 2009
- Archive 5 - January 18, 2010
- Archive 6 - April 23, 2010
- Archive 7 - June 17, 2010
- Archive 8 - September 02, 2010
- Archive 9 - January 12, 2011
- Archive 10 - January 09, 2012
- Archive 11 - July 05, 2017
- Archive 12 - August 07, 2019
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Kingdom Hearts II Final Mix: Enemy Journal Entries
I can make screenshots of the entries but neither write them down nor translate them. I don't know who's responsible for the entries of the exlusive KH Final Mix enemies (maybe someone from gamefaqs?) but can you, BebopKate or Yuanchosaan translate them or know someone who can?--ShardofTruth 20:25, June 7, 2010 (UTC)
- Okay, I tried to get the Japanese writings recognized by two different OCR softwares (RedIris Pro 12 and Smart OCR lite Edition), but I got no satisfactory result, even with a lot more bigger images and better contrast etc. The KHII font seems to be very complicated or strange, I don't know. Maybe you have an better idea, here are the images. --ShardofTruth 13:35, June 18, 2010 (UTC)
Spectre Rip
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Erry - Let me think about it. TALK - Scherzo Di Notte ~ {{{time}}}
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Well, it's not a rip but I just removed Marluxia and the flower on top. Would this be suitable?
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Coliseum names
Is there a provision for japanese seed names, like "Red Death" for "Red Legion" in the Hades Cup? --Neumannz, The Dark Falcon 20:19, July 16, 2010 (UTC)
- Well, apparently I've lost my source. Putting that aside, what do you want to do with the "Notes"? --Neumannz, The Dark Falcon 20:58, July 16, 2010 (UTC)
Need help reading the text in a blurry video. Around 33:25. --Neumannz, The Dark Falcon 17:57, July 19, 2010 (UTC)
- I'd appreciate it if you could take a look before the video inevitably gets deleted. --Neumannz, The Dark Falcon 05:06, July 21, 2010 (UTC)
KH & KHFM gummi enemies
Yes I know, it's a bit early to talk about them, the KHII section isn't even finished yet. But maybe you have an idea how to adapt the template for them. This is an extreme example from the Ultimania.
Not every ship has two variants (Omega is the only ship that as a "C" variant) or sub variants (they just seem to affect the drops, maybe they are the "before/after rescue" equivalents, I don't know). Nearly every main variant (A, B or C) has a different Final Mix appearance, the stats are the same though.--ShardofTruth 22:41, July 22, 2010 (UTC)
unfinished business
hey, did you have plans for this mess? --Neumannz, The Dark Falcon 22:35, August 10, 2010 (UTC)
BBS Ultimania and Mirage Arena
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ShardofTruth Once you believe, truth and lie are quite the same thing. — 20:14, September 8, 2010 (UTC)
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Unfortunately I still don't have the BBS Ultimania, but maybe I can help you nonetheless.
The only scaned pages that I found online are the one's at Heartstation. But as you may already saw, there are no scans of the Mirage Arena in particular. But the guide of MardukKurios does cover all the seeds (one guide on gamefaqs too), he uses the Ultimania so the info should be correct. Now all that rememains are the stats.
The stats in BBS work like I explained for KHII in the other thread. Every normal enemy (like Bruiser) has an HP and EXP coefficient that has to be multiplied with a value that is fixed for every level (and playable character in BBS's case I think). Now there are two different level systems in BBS, one for the Mirage Arena (the difficulty level) and one for the normal gameplay.
Therefore a Bruiser in the Challenge "Day of Reckoning" (e.g. Round 1, 3rd wave) should have 90 HP whereas in "Weaver Fever" (e.g. Round 1, 1st wave) it should have 108 HP.
I didn't translate every stat and explanation, because I'm very slow at it, so maybe there is more to take account off. The stats may have also be changened in the NA/PAL version, I don't know. I hope some of this helps anyway.
I'm planning to get the BBS Ultimania, but not at the moment.
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I'm using part of Neumannz work for the Mirage Arena on this one:
Difficulty
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Match
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HP
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EXP
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Strength
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Defense
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★☆☆☆☆ |
Day of Reckoning, Risky Riches |
50 |
10 |
13 |
4
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Wheels of Misfortune |
55 |
12 |
16 |
5
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★★☆☆☆ |
Weaver Fever, Dead Ringer |
60 |
15 |
19 |
7
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Sinister Sentinel |
75 |
19 |
21 |
10
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★★★☆☆ |
Treasure Tussle |
75 |
19 |
21 |
10
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Combined Threat, Harsh Punishment |
85 |
27 |
24 |
13
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★★★★☆ |
A Time to Chill, Copycat Crisis |
105 |
45 |
30 |
16
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★★★★★ |
Keepers of the Arena |
130 |
63 |
36 |
19
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Villain's Vendetta |
N/A |
N/A |
40 |
20
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Strength and Defense are fixed, HP and EXP must be multiplied (except for the bosses). --ShardofTruth 08:47, September 9, 2010 (UTC)
Maps
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ShardofTruth Once you believe, truth and lie are quite the same thing. — 17:41, September 16, 2010 (UTC)
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I made the 358 Days one first, because I thought it would be the easiest. I was wrong^^
The image is a compilation of screenshots and ripped textures. It's not possible to get the real world map without building it again in a 3D editor. It's quite clever designed though, just hard to rip. KH is next and then CoM and ReCoM, I'm still brooding over the KHII and BBS one.
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ShardofTruth Once you believe, truth and lie are quite the same thing. — 16:39, September 18, 2010 (UTC)
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Okay, a litte update on the KHII, BBS and sadly the KH map. The problem is, that the world maps consist of different layers which also vary in the space between them. If the camera position is changed, only the layers most close to the camera change it's position largely whereas the viewpoint on the layers at the bottom (the background stars and the clouds) change very litte.
Also because even the pathways are textured 3D models or vectors it's not possible to rip them with normal methods. Without ripping all models and building them in a new application or get control of the camera functions in the game it's not possible to get the real world maps.
Maybe there is a more simple solution, but I don't know if its accurate enough: The guidebooks provide their own world maps (1 and 2) which are more schematic. I could "remake" them with actual ingame textures and backgrounds. That's also a lot of work and because of their fanmade and semi-official history they maybe won't accepted as wiki material. I'd like to ask for your opinion about this matter.
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KrytenKoro - "Punch your lights out, hit the pavement. That's what I call entertainment. Causin' problems makes you famous - all the violence makes a statement." TALK -
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Honestly, the background stars don't matter - if you can more easily rip just the worlds and paths, that would be sufficient, and just throw them on a black or invisibible background. However, if it's not possible to rip them at all, Then getting the planetoid rips and matching them to a schematic should be fine for now. It's way more than we have right now, neh?
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Unversed stats, Battle Levels and Mirage Arena
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ShardofTruth Once you believe, truth and lie are quite the same thing. — 10:42, October 12, 2010 (UTC)
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I was thinking a while about this, but I didn't come up with a good solution, so that are just my thoughts.
I know it was very complicated to implement the BBS stats tab for the three characters, but I think even now it doesn't cover all information, which can even lead to false assumptions.
The main reason why the stats are varying greatly for the characters and the worlds have one simple reason: the Battle Level.
I'm most likely telling you nothing new, just to make this clear: the Battle level is the golden number that is shown on the world map before landing an the actual world.
Because TVA visit the worlds in different orders, the battle level is mostly never the same on the same world. But that's only the beginning. Through events, I haven't figured out completely (maybe it's just the end game save with the star or the used difficulty), the battle level changes near or after endgame. Radiant Garden gets the Battle Level 10 for Terra, while 9 for Ven and stays 6 for Aqua (but goes up to 10 in Final Episode). So the stats for the Flood would be false in Terra's and Ven's case, if the Battle level change occurs .
Because the Battle Level is so important, wouldn't it be better to use it as foundation for the stats and not the location?
Pro:
- better overview: dismiss the Terra, Ven and Aqua tab, just one for normal gameplay and one for the Mirage Arena
- if coded correctly: only the multipliers of HP and EXP would be needed to fill out the stats of every regular enemy because strength and defense are fixed
Contra:
- location based stats are easier to understand
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KrytenKoro - And when you see me standing there, you'll know you've got a friend with a rock, I mean a big-ass rock. TALK -
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Right now, it's coded so that the stats are based on the battle level, it just doesn't show the battle level (I think). If you can figure out what the levels are at the different events, those could be put in too, I guess, though this is really starting to get confusing.
Oh, and I still need to code the Mirage Arena. Sorry.
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ShardofTruth Once you believe, truth and lie are quite the same thing. — 20:14, October 12, 2010 (UTC)
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God, I feel stupid right now. I should've at least checked the template before I wrote this message. Maybe I come up with a feasible solution for the battle level change.
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Okay, I made the definite battle level table, enjoy the view and become desperate.
Event
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Before completing Radiant Garden
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After completing Radiant Garden
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After unlocking Keyblade Graveyard
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Final Episode
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After Final Episode
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After beating Vanitas Remnant
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Character |
T |
V |
A |
T |
V |
A |
T |
V |
A |
A |
T |
V |
A |
TVA
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Land of Departure |
1 |
# |
1 |
1 |
# |
1 |
8 |
1 |
1 |
# |
8 |
1 |
1 |
13
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Enchanted Dominion |
1 |
3 |
3 |
2 |
4 |
4 |
4 |
6 |
6 |
8 |
8 |
8 |
6 |
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Castle of Dreams |
2 |
2 |
1 |
3 |
3 |
2 |
5 |
5 |
4 |
8 |
8 |
8 |
4 |
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Dwarf Woodlands |
3 |
1 |
2 |
4 |
2 |
3 |
6 |
4 |
5 |
8 |
8 |
8 |
5 |
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Radiant Garden |
4 |
4 |
4 |
4 |
4 |
4 |
6 |
6 |
6 |
10 |
10 |
9 |
6 |
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Mysterious Tower |
3 |
# |
# |
3 |
6 |
5 |
4 |
7 |
5 |
8 |
8 |
8 |
5 |
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Disney Town |
# |
# |
# |
5 |
5 |
5 |
6 |
6 |
6 |
7 |
7 |
7 |
6 |
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Olympus Coliseum |
# |
# |
# |
5 |
5 |
5 |
6 |
6 |
6 |
8 |
8 |
8 |
6 |
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Deep Space |
# |
# |
# |
6 |
6 |
6 |
7 |
7 |
7 |
9 |
9 |
9 |
7 |
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Neverland |
# |
# |
# |
7 |
7 |
7 |
8 |
8 |
8 |
9 |
9 |
10 |
8 |
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Keyblade Graveyard* |
0 |
4 |
# |
0 |
4 |
# |
9 |
9 |
9 |
10 |
10 |
10 |
9 |
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*called Badlands before unlocking the Keyblade Graveyard, the battle level of the fight against Vanitas Remnant is considered 99 by the Ultimania
#can't be visited at this point
The battle level of Terra and Ven after completing the Final Episode can be glitched so it stays the same as before completing the game. Some argue that the glitch is the increasing of the battle level instead. But that would mean that the level of the Keyblade Graveyard wouldn't rise from 9 to 10 which is cleary the case in the Japanese version and described by the Ultimania. --ShardofTruth 22:18, October 26, 2010 (UTC)
Template:Split
So here's a rough draft for both Master Xehanort and Vanitas. I also responded to your message on my talk page, so it would do you good to read that, as well. Anyways, here goes nothing:
It happened when you and I were split into two. The negativity took shape as these monsters.
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It has been suggested that this page or section be split into [[:User talk:{{{1}}}|{{{1}}}]] and [[:User talk:{{{2}}}|{{{2}}}]]
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Empty shell from [[:User talk:{{{1}}}|{{{1}}}]] riven, to you the name [[{Template:2
Battle of the 1000 Heartless
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AS IF! The world is garbage! CRUNCH!
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Hey, Kryten, I've been trying to get the Battle of the 1000 Heartless page up to the wiki's standards. Would you mind taking a look at the page and telling me what else needs to be done?
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