History Main / ManaMeter

27th Oct '16 5:11:42 AM SAMAS
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* Most games in the ''VideoGame/SuperRobotWars'' series have an EN bar, which is usually reserved for energy attacks, energy shields, and significantly-powerful melee attacks or {{LimitBreak}}s. Missiles, guns, and other ammunition-based weapons usually have their own separate ammo counts, as do AlphaStrike-style attacks.

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* Most games in the ''VideoGame/SuperRobotWars'' series have an EN bar, which is usually reserved for energy attacks, energy shields, and significantly-powerful melee attacks or {{LimitBreak}}s.{{Limit Break}}s. Missiles, guns, and other ammunition-based weapons usually have their own separate ammo counts, as do AlphaStrike-style attacks.
27th Oct '16 5:11:06 AM SAMAS
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* Most games in the ''VideoGame/SuperRobotWars'' series have an EN bar, which is usually reserved for energy attacks, energy shields, and significantly-powerful melee attacks or {{LimitBreaks}}s. Missiles, guns, and other ammunition-based weapons have their own separate ammo counts.

to:

* Most games in the ''VideoGame/SuperRobotWars'' series have an EN bar, which is usually reserved for energy attacks, energy shields, and significantly-powerful melee attacks or {{LimitBreaks}}s. {{LimitBreak}}s. Missiles, guns, and other ammunition-based weapons usually have their own separate ammo counts.counts, as do AlphaStrike-style attacks.
27th Oct '16 5:09:12 AM SAMAS
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This does not necessarily need to be magical in nature. It can represent an auxiliary power reserve, or other quantity that must be recovered between uses of a special ability. Sometimes it's a catchall, and KiAttacks, PsychicPowers, and FunctionalMagic all drain the same [[{{mana}} "stuff"]].

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This does not necessarily need to be magical in nature. It can represent an auxiliary power reserve, or other quantity that must be recovered between uses of a special ability. Sometimes it's a catchall, and KiAttacks, PsychicPowers, and FunctionalMagic FunctionalMagic, or even {{Wave Motion Gun}}s all drain the same [[{{mana}} "stuff"]].



* In ''VideoGame/SuperRobotWarsUX'', instead of the usual EN bar, all [[VisualNovel/{{Demonbane}} Deus Machina]] have an MP bar instead. It has a variety of quirks, such as scaling up through leveling skills rather than upgrades.
%% It appears the EN bar is also a kind of mana meter, so this example can be expanded upon.
%%

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* Most games in the ''VideoGame/SuperRobotWars'' series have an EN bar, which is usually reserved for energy attacks, energy shields, and significantly-powerful melee attacks or {{LimitBreaks}}s. Missiles, guns, and other ammunition-based weapons have their own separate ammo counts.
**
In ''VideoGame/SuperRobotWarsUX'', instead of the usual EN bar, all [[VisualNovel/{{Demonbane}} Deus Machina]] have an MP bar instead. It has a variety of quirks, such as scaling up through leveling skills rather than upgrades.
%% It appears the EN bar is also a kind of mana meter, so this example can be expanded upon.
%%
upgrades.



%% * ''DoubleDragonNeon'' has this for Sosetsitsu moves.
%% What are Sosetsitsu moves?
%%

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%% * ''DoubleDragonNeon'' has this for [[SpecialAttack Sosetsitsu moves.
%% What are Sosetsitsu moves?
%%
moves]].
22nd Aug '16 12:37:18 AM morenohijazo
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* ''VideoGame/{{Nihilumbra}}'': Determines how much more color you can put down, and it's shared by all five colors.
12th Jul '16 7:57:13 PM InterestingCarSalesman
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* The ''Franchise/KingdomHearts'' series has become rather infamous for gratuitously littering the screen with all sorts of gauges all over the place.
** ''KingdomHearts'', ''Kingdom Hearts II'' and ''Kingdom Hearts III'' all feature the most straightforward example of them all: An old fashioned MP gauge used for Magic and Summons. ''KHII'' also includes a Drive Gauge that allows Sora to transform into powerful forms, and ''KHIII'' brings back the Focus gauge for Shotlocks.
** Completed averted in ''Kingdom Hearts Chain Of Memories'' - there are absolutely no additional UI bars in this game save for your HP, and enemy HP. Somewhat tweaked in ''Re:Chain of Memories'' in that Riku's DP system is re-designed with a gauge, though functions the same as the GBA game.
** Once more averted in ''VideoGame/KingdomHearts3582Days'' - HP is all you get. Magic instead uses number of casts you can perform per mission - each spell has extremely limited "ammunition" in a way.
** ''coded'' and "Re:coded" have a Debug gauge, and a Clock gauge. The Debug gauge essentially functions the same as the original MP gauge, for triggering special abilities and magics. Re:coded's Clock gauge simply buffs Sora with helpful status effects whenever it fills, culminating in a Finish attack.
** Taken to its absolute logical extreme in ''Birth by Sleep'', where you have ''three'' gauges to keep track of aside from your HP. First is the Focus gauge, for your Shotlock attacks. The second is a D-Link gauge, for your D-Link abilities, and the last is the Command gauges, for Finishes and Command Styles. Factor in the fact that every Command Style has its own unique gauge, and that deck commands are in and of themselves gauges, ''BBS'' takes it UpToEleven.
** ''Dream Drop Distance'' scales things down a notch. The deck commands are back, but gone is the rest. All you have are your Dream Eater Link gauges (found under their own tiny UI's), and a rather humongous Drop gauge which is nothing more than a fancy looking timer.
5th May '16 9:35:48 PM nombretomado
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* ''[[VideoGame/GaiaOnline zOMG!]]'' has a blue, battery-shaped Stamina meter next to the Health meter. Stamina is consumed when using rings. Like Health, you restore a certain amount of Stamina per tick, though you can increase the rate by kneeling (at the cost of tripling all damage received) or by using certain buffs. Certain power-ups also instantly restore a portion of your Health and Stamina. Unlike Health, your maximum Stamina never increases, nor can you reduce the Stamina cost of a ring.

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* ''[[VideoGame/GaiaOnline ''[[Website/GaiaOnline zOMG!]]'' has a blue, battery-shaped Stamina meter next to the Health meter. Stamina is consumed when using rings. Like Health, you restore a certain amount of Stamina per tick, though you can increase the rate by kneeling (at the cost of tripling all damage received) or by using certain buffs. Certain power-ups also instantly restore a portion of your Health and Stamina. Unlike Health, your maximum Stamina never increases, nor can you reduce the Stamina cost of a ring.
14th Apr '16 3:50:03 PM Dattix
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* ''VideoGame/SuperMarioRPG'' and the ''VideoGame/PaperMario'' games have Flower Points, in keeping with the mushroom/flower/star theme usually seen in the ''Franchise/SuperMarioBros'' series, that are consumed when using special attacks and abilities. The ''VideoGame/MarioAndLuigi'' series use Bros. Points instead of Flower Points for the same purpose.

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* ''VideoGame/SuperMarioRPG'' and the ''VideoGame/PaperMario'' games have Flower Points, in keeping with the mushroom/flower/star theme usually seen in the ''Franchise/SuperMarioBros'' series, that are consumed when using special attacks and abilities. Uniquely, in ''Paper Mario'' FP [[BagOfSharing is shared among all characters]] rather than each having their own separate FP meter. The ''VideoGame/MarioAndLuigi'' series use Bros. Points instead of Flower Points for the same purpose.
19th Mar '16 5:37:58 AM Hossmeister
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30th Jan '16 3:04:40 PM Steven
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* ''VideoGame/ParasiteEve'' uses Parasite Energy or PE, which serves as power source for Aya's abilities. Aya's PE recharges over time during battle, but the more often she uses her abilities in the current fight, the slower her PE refills unless you swap armor. ''VideoGame/ParasiteEveII'' uses a more traditional MP system where each ability has a cost associated with it and said MP can only be restored through items, certain armor, or after certain events.

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* ''VideoGame/ParasiteEve'' uses Parasite Energy or PE, which serves as power source for Aya's abilities. Aya's PE recharges over time during battle, but the more often she uses her abilities in the current fight, the slower her PE refills unless you swap armor. ''VideoGame/ParasiteEveII'' ''VideoGame/ParasiteEve2'' uses a more traditional MP system where each ability has a cost associated with it and said MP can only be restored through items, certain armor, or after certain events.
30th Jan '16 3:04:24 PM Steven
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* ''VideoGame/ParasiteEve'' uses Parasite Energy or PE, which serves as power source for Aya's abilities. Aya's PE recharges over time during battle, but the more often she uses her abilities in the current fight, the slower her PE refills unless you swap armor. ''VideoGame/ParasiteEveII'' uses a more traditional MP system where each ability has a cost associated with it and said MP can only be restored through items, certain armor, or after certain events.
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