Gauges: Difference between revisions

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The '''MP Gauge''', which appears in ''Kingdom Hearts'', ''Kingdom Hearts II'', ''[[Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-]]'', and ''Kingdom Hearts III'', measures a character's ability to use [[magic]] and special abilities.
The '''MP Gauge''', which appears in ''Kingdom Hearts'', ''Kingdom Hearts II'', ''[[Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-]]'', and ''Kingdom Hearts III'', measures a character's ability to use [[magic]] and special abilities.


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, while touching a [[Save Point]] fills the MP gauge but not the Charge gauge. 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. It does not effect special abilities such as Sonic Blade, they rely on Sora's Strength to deal damage. 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 or specific targets fills the yellow gauge, as does being struck while having [[MP Rage]] equipped and picking up MP orbs (which each specific occurrence filling up various amounts). 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, while touching a [[Save Point]] fills the MP gauge but not the Charge gauge. 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. It does not effect special abilities such as Sonic Blade, as they rely on Sora's Strength stat to calculate their damage. Party members' MP gauges do not have visible Charge bars, but they function in the same way.


In ''Kingdom Hearts II'' and ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', 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. The length of the bar increases like the HP bar through Get Bonuses from certain boss fights, such as with Scar and the first fight with Xemnas. 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. Instead of costing a set amount of MP to initiate, Magic will expend whatever is available of its set MP cost when cast—in other words, spells can still be cast even if the player's remaining MP is less than the spell's nominal cost. When the gauge is empty, '''MP Charge''' is activated, during which the MP Gauge is replaced with a pink, flashing Charge Gauge which depletes gradually over time. MP Haste abilities speed up the depletion of the gauge. 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, mostly by half. 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 change appearance during MP Charge, it functions in the same way as the playable character's gauge.
In ''Kingdom Hearts II'' and ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', 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. The length of the bar increases like the HP bar through Get Bonuses from certain boss fights, such as with Scar and the first fight with Xemnas. 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. Instead of costing a set amount of MP to initiate, Magic will expend whatever is available of its set MP cost when cast—in other words, spells can still be cast even if the player's remaining MP is less than the spell's nominal cost. When the gauge is empty, '''MP Charge''' is activated, during which the MP Gauge is replaced with a pink, flashing Charge Gauge which depletes gradually over time. MP Haste abilities speed up the depletion of the gauge. 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, mostly by half. 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 change appearance during MP Charge, it functions in the same way as the playable character's gauge.