Gauges: Difference between revisions

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(→‎MP Gauge: Kingdom Hearts 2 has MP Charge take effect only when MP is taken below zero.)
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In ''Kingdom Hearts II'', ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', and ''Kingdom Hearts III'', the MP gauge is redesigned and relocated, reflecting the revamped Magic system introduced in ''Kingdom Hearts II''. The main character's gauge is a rectangular bar, located to the left of the profile sprite, just under the Drive gauge and overlapping the HP gauge in ''Kingdom Hearts II'', or directly above the HP gauge in other games. The length of the bar increases like the HP bar through Bonus Levels from certain boss fights, such as with Scar and the first fight with Xemnas.  
In ''Kingdom Hearts II'', ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', and ''Kingdom Hearts III'', the MP gauge is redesigned and relocated, reflecting the revamped Magic system introduced in ''Kingdom Hearts II''. The main character's gauge is a rectangular bar, located to the left of the profile sprite, just under the Drive gauge and overlapping the HP gauge in ''Kingdom Hearts II'', or directly above the HP gauge in other games. The length of the bar increases like the HP bar through Bonus Levels 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. This can be disabled by the player for spells that do not use all MP to activate, making the spells not be able to be cast if the character would end up with zero MP, preventing accidentally running out of MP needed for a Cure magic or other similar casting. This can't be activated for spells that do use all MP to activate, as otherwise those spells could not be cast. Spells that would cause the user to run out of MP appear with orange text in the command menu.
Using most magic, Limit commands, and party member abilities depletes a portion of the MP gauge, and using [[Cure]] magic or activating a [[Limit]] (except in certain battles) depletes the gauge completely. Magic will only expend whatever is available of its set MP cost when cast, so spells can still be cast even if the remaining MP is less than the spell's MP cost. This can be disabled by the player for spells that do not use all MP to activate, making the spells not be able to be cast if the character would end up below zero MP, preventing accidentally running out of MP needed for a Cure magic or other similar casting. This can't be activated for spells that use all MP, as otherwise those spells could not be cast. Spells that cost more MP than remaining appear with orange text in the command menu.


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.
When a spell is cast that uses more MP than the character has left, '''MP Charge''' is activated, during which the MP Gauge is replaced with a pink, flashing Charge Gauge which depletes gradually over time. Spells can't be cast during MP Charge. 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. In ''Kingdom Hearts III'', a [[Hi-Ether]] or Mega-Ether is required to fully restore MP - regular Ethers only restore 100 MP at most. 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 a Hi-Ether or Elixir completely restores MP for one character, or all party members for a Megalixir, 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 the gauge does not turn pink during MP Charge, it functions in the same way as the playable character's gauge.
Each party member's MP Gauge occupies the right half of the circle around their profile sprite, and although the gauge does not turn pink during MP Charge, it functions in the same way as the playable character's gauge.