Gauges: Difference between revisions

313 bytes added ,  12 years ago
Line 19: Line 19:
In ''Kingdom Hearts'', the MP Gauge is positioned around the outside of the HP Gauge. It is segmented, with a thin, yellow Charge gauge running along its outside edge. When a character's maximum MP is increased, whether by leveling up or equipping certain weapons, a segment is added to the MP gauge. Striking enemies fills the yellow gauge, as does being struck while having [[MP Rage]] equipped and picking up MP orbs. When the Charge gauge is filled up through the first empty segment in the main gauge, the segment, representing 1 MP, is filled, and the Charge gauge is reset. This means it is easier to fill the first couple segments of the MP gauge than the last. The [[MP Haste]] ability increases the rate MP is recovered, and touching a [[Save Point]] fills the gauge completely. Using an [[Ether]] or [[Mega-Ether]] fills 3 MP for one or all party members, respectively, and using an [[Elixir]] or [[Megalixir]] completely fills the MP gauge for one or all party members, respectively. Magic costs anywhere from a segment of the Charge gauge to 1 or 2 MP, depending on the type, and certain action abilities cost 1 MP, and special abilities cost 2 or 3 MP. [[Trinity Limit]] requires at least 3 bars of MP and uses up the entire MP gauge. The length of the MP gauge directly affects the strength of any magic used, as well as summon abilities.<!--does it also affect special abilities besides trinity limit?--> Party members' MP gauges do not have visible Charge bars, but they function in the same way.
In ''Kingdom Hearts'', the MP Gauge is positioned around the outside of the HP Gauge. It is segmented, with a thin, yellow Charge gauge running along its outside edge. When a character's maximum MP is increased, whether by leveling up or equipping certain weapons, a segment is added to the MP gauge. Striking enemies fills the yellow gauge, as does being struck while having [[MP Rage]] equipped and picking up MP orbs. When the Charge gauge is filled up through the first empty segment in the main gauge, the segment, representing 1 MP, is filled, and the Charge gauge is reset. This means it is easier to fill the first couple segments of the MP gauge than the last. The [[MP Haste]] ability increases the rate MP is recovered, and touching a [[Save Point]] fills the gauge completely. Using an [[Ether]] or [[Mega-Ether]] fills 3 MP for one or all party members, respectively, and using an [[Elixir]] or [[Megalixir]] completely fills the MP gauge for one or all party members, respectively. Magic costs anywhere from a segment of the Charge gauge to 1 or 2 MP, depending on the type, and certain action abilities cost 1 MP, and special abilities cost 2 or 3 MP. [[Trinity Limit]] requires at least 3 bars of MP and uses up the entire MP gauge. The length of the MP gauge directly affects the strength of any magic used, as well as summon abilities.<!--does it also affect special abilities besides trinity limit?--> Party members' MP gauges do not have visible Charge bars, but they function in the same way.


In ''Kingdom Hearts II'', the MP gauge is redesigned and relocated, reflecting the revamped Magic system. The main character's gauge is a rectangular bar, located to the left of the profile sprite, just under the Drive gauge. <!--Does it change length?-->Using most magic, Limit commands, and party member abilities depletes a portion of the MP gauge, and using [[Cure]] magic or activating a [[Limit]] depletes the gauge completely. When the gauge is empty, MP Charge is activated, during which the gauge turns pink and depletes gradually over time. Once it empties, the gauge turns back to blue and is refilled. Collecting MP orbs slightly fills the MP gauge while it's blue and slightly empties the gauge during MP Charge. Using an Ether refills the gauge as long as it is not fully depleted, and it depletes a portion of the gauge during MP Charge.<!--other items?--> Each party member's MP Gauge occupies the right half of the circle around their profile sprite, and although it does not visibly increase in length maximum MP increases or change appearance during MP Charge, it functions in the same way as the playable character's gauge.
In ''Kingdom Hearts II'', the MP gauge is redesigned and relocated, reflecting the revamped Magic system. The main character's gauge is a rectangular bar, located to the left of the profile sprite, just under the Drive gauge. <!--Does it change length?-->Using most magic, Limit commands, and party member abilities depletes a portion of the MP gauge, and using [[Cure]] magic or activating a [[Limit]] depletes the gauge completely. When the gauge is empty, MP Charge is activated, during which the MP Gauge is replaced with a pink Charge Gauge which depletes gradually over time. Once it empties, the blue MP Gauge is restored, completely filled. While the blue MP Gauge is present, collecting MP orbs slightly fills the gauge, and using an Ether or Mega-Ether completely fills the gauge for one character or all party members, respectively. During MP Charge, collecting MP orbs slightly empties the Charge Gauge, using an Ether or Mega-Ether depletes a portion of the Charge gauge for one character or all party members, respectively. Using an Elixir or Megalixir completely restores MP for one character or all party members, respectively, whether or not MP Charge is active. Each party member's MP Gauge occupies the right half of the circle around their profile sprite, and although it does not visibly increase in length when maximum MP increases or change appearance during MP Charge, it functions in the same way as the playable character's gauge.
{{section-stub}}
{{section-stub}}


21,449

edits