Template:Character

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Katakana Other Emblem.png
Game '

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
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
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
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
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
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
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
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
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"
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
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
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
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
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
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.
  • DDDN - Nightmares
  • DDDR - Rare Nightmares
  • DDDBS - Boss (Sora)
  • DDDBR - Boss (Riku)
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.