Gauges: Difference between revisions

444 bytes removed ,  11 years ago
→‎Special gauges: i do not have time to go through the KH2 gummi ship gauge section myself right now, just leaving notes
(→‎MP Gauge: already mentioned)
(→‎Special gauges: i do not have time to go through the KH2 gummi ship gauge section myself right now, just leaving notes)
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[[File:Summon Gauge KH.png|150px|right]]
[[File:Summon Gauge KH.png|150px|right]]
<!--KH, not KH2: MP, Charge-->
<!--KH, not KH2: MP, Charge-->
In ''Kingdom Hearts'', when you use a summon, Sora's party members will disappear and their gauges will be replaced with the summons on the top-right corner of the screen. They have their own MP gauge and some have their own CHG gauge, each having their own requirements to fill. Their MP gauge is equal to the max length of Sora's MP bar, and Cheer abilities can increase it farther by 1-2 segments. Each segment of Sora's MP will give the summon about another 5 seconds to stay on the field before disappearing, and using summons' special attacks will drain their MP faster.
In ''Kingdom Hearts'', using a summon other than [[Tinker Bell]] dismisses Sora's party members and removes their gauges at the top of the screen. The summon's MP gauge appears in their place. The gauge determines how long the summon can stay on the field and, with the exception of [[Bambi]], fuels their special abilities. The length of the MP gauge is determined by Sora's maximum MP and the number of [[Cheer]] abilities equipped by the party. The gauge decreases gradually while the summon is on the field, with the rate depending on the summon. Additionally, when Sora uses a summon's special ability, it will either deplete a portion of the gauge or increase the depletion rate.


Summons like Simba and Bambi have a CHG gauge that is filled through certain actions and have different results. Simba's, as shown on right, is filled by holding down X on the bottom command, "Proud Roar". The more the gauge is filled, the more powerful the attack, for a max of 11 apparent segments of MP. Using it regardless of power will drain Simba's MP gauge, and charging it will leave Sora vulnerable to damage.
[[Simba]] and Bambi also have Charge (CHG) gauge that affects their special ability. Simba's gauge is filled by selecting the "Charge" command, and letting it fill powers up his [[Proud Roar]] attack. Bambi's gauge fills as Sora defeats enemies, and it affects the items he drops with his [[Paradise]] skill.
 
Bambi's CHG gauge fills when enemies are defeated, by one MP segment per enemy, for a MAX of 6. When the gauge is filled by defeating 6 enemies, Bambi will drop items depending on the world Sora is in along with the MP bubbles he usually drops. The more times the gauge is filled all the way, the better items Bambi will drop.
 
Tinker-Bell is the only exception here. She has no gauge, rather staying indefinitely until dismissed or if Sora is KOed the first time. She will revive Sora to full HP, then disappear.
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===Monstro's Belly Brawl Gauge===
===Monstro's Belly Brawl Gauge===
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====''Kingdom Hearts''====
====''Kingdom Hearts''====
[[File:Gummi Ship Gauge KH.png|right]]
[[File:Gummi Ship Gauge KH.png|right]]
In ''Kingdom Hearts'', the Gummi Ship has an '''Armor (ARM) gauge''' and a '''Power (PWR) gauge''' that take the place of Sora's HP and MP gauges, respectively, in both appearance and function. The length of the Armor gauge is determined by the number and type of Armor Gummis used in the ship's construction. It depletes when the Gummi Ship collides with obstables or enemy ships, or when it is hit by enemy attacks, and it is restored partially by Armor prizes and completely by Special prizes. The length of the Power gauge is initially three segments, and it is increased to five and right after purchasing the COM.LV2 and COM.LV3 upgrades, respectively, from Cid. The use of special weapons and tools, such as Laser Gummis or Drain-G, depletes the gauge, and it is restored one segment at a time by Power prizes and fully by Special prizes.
In ''Kingdom Hearts'', the Gummi Ship has an '''Armor (ARM) gauge''' and a '''Power (PWR) gauge''' that take the place of Sora's HP and MP gauges, respectively, in both appearance and function. The length of the Armor gauge is determined by the number and type of Armor Gummis used in the ship's construction. It depletes when the Gummi Ship collides with obstables or enemy ships, or when it is hit by enemy attacks, and it is restored partially by Armor prizes and completely by Special prizes. The length of the Power gauge is initially three segments, and it is increased to five and eight after purchasing the COM.LV2 and COM.LV3 upgrades, respectively, from Cid. The use of special weapons and tools, such as Laser Gummis or Drain-G, depletes the gauge, and it is restored one segment at a time by Power prizes and fully by Special prizes.


Equipping the Gummi Ship with Haste-G or Haste2-G adds an orange '''Charge (CHG) gauge''' to the left of the Armor and Power gauges. While the ship is using a speed boost, the gauge depletes until empty, and it restores itself gradually during normal flight.
Equipping the Gummi Ship with Haste-G or Haste2-G adds an orange '''Charge (CHG) gauge''' to the left of the Armor and Power gauges. While the ship is using a speed boost, the gauge depletes until empty, and it restores itself gradually during normal flight.
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====''Kingdom Hearts II''====
====''Kingdom Hearts II''====
[[File:Gummi Ship Gauge KHII.png|right]]
[[File:Gummi Ship Gauge KHII.png|right]]
<!--DO NOT COVER AS A COMPARISON TO KH; ALSO, ARE THESE ACTUALLY THE NAMES?
The Gummi Ship gauge is different in design ''from Kingdom Hearts''. As opposed to before, the ARM gauge is now a green circle around the gummi ship sprite in the center, with the beginning and end of it on the left of the gauge. The PWR gauge, while also different in design, is infinitely lasting. It instead resembles the amount of enemies locked on with lasers, with a possible MAX of 32 enemies locked on. It begins and ends also on the left of the gauge.
The Gummi Ship gauge is different in design ''from Kingdom Hearts''. As opposed to before, the ARM gauge is now a green circle around the gummi ship sprite in the center, with the beginning and end of it on the left of the gauge. The PWR gauge, while also different in design, is infinitely lasting. It instead resembles the amount of enemies locked on with lasers, with a possible MAX of 32 enemies locked on. It begins and ends also on the left of the gauge.


There are no CHG or SLD gauges this time, there are no gummis that have those abilities in ''Kingdom Hearts II''. Adding gummis to the Gummi Ship will rather reduce the damage to the ARM gauge, seeing as how there is no clear indicator as to how much max ARM you have, it is assumed to be at a max of 100%, and adding specific gummis will reduce the percentage damage from enemy attacks. When ARM gets to 25%, the gauge will flash red and a warning alarm will sound. If no healing is done (auto-life, regen, ARM prizes, etc.), then any more damage will destroy the Gummi Ship and the mission will fail.
There are no CHG or SLD gauges this time, there are no gummis that have those abilities in ''Kingdom Hearts II''. Adding gummis to the Gummi Ship will rather reduce the damage to the ARM gauge, seeing as how there is no clear indicator as to how much max ARM you have, it is assumed to be at a max of 100%, and adding specific gummis will reduce the percentage damage from enemy attacks. When ARM gets to 25%, the gauge will flash red and a warning alarm will sound. If no healing is done (auto-life, regen, ARM prizes, etc.), then any more damage will destroy the Gummi Ship and the mission will fail.
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