History Main / ManaMeter

18th Sep '17 12:24:19 AM Ookamikun
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* The ''Franchise/StarOcean'' series uses Magic Points for spell-casting. ''VideoGame/StarOceanTillTheEndOfTime'' introduces the unusual mechanic of being able to die from losing MP. With Physical attacks using HP and Magic attacks using MP, different attacks cause different amounts of damage to one of them, or to both. In essence, they function as two separate meters that both were a hybrid of HitPoints and Mana Meter.

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* The ''Franchise/StarOcean'' series uses Magic Points for spell-casting. ''VideoGame/StarOceanTillTheEndOfTime'' introduces the unusual mechanic of being able to die from losing MP. With Physical attacks using HP and Magic attacks using MP, different attacks cause different amounts of damage to one of them, or to both. In essence, they function as two separate meters that both were a hybrid of HitPoints and Mana Meter. Note that this applies to both your party and enemies. This opens up things like seemingly tankish characters with high HP end up having low MP and therefore easier to kill with MP damage. And if you use certain skills (for instance, the Convert MP Damage or Convert HP Damage skills, which converts one damage type to the other, like 1 HP damage for 4 MP damage) can create really resistant characters - that BlackMagicianGirl Sophia can suddenly survive physical attacks because all the supposed HP damage is instead transferred to MP damage, ''and she has a lot of MP''.



* 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 {{Limit Break}}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 {{Limit Break}}s. Moving while flying also reduces EN by 2 per tile. Missiles, guns, and other ammunition-based weapons usually have their own separate ammo counts, as do AlphaStrike-style attacks.


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** Then there's Spirit Points or SP. This one is tied to the pilot and co-pilot. SP is consumed whenever you use Spirit Commands that buff you or your allies, debuff your enemies, or some unique commands like [[SelfDestructMechanism Self Destruct]].
2nd Jul '17 1:03:22 PM Seth_Phoenix2000
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* ''TabletopGame/Dungeons&Dragons'' While most spellcasting classes used vancian magic and spell slots, psionic classes used something called Power Points, which acted something like a Mana Meter. You'd use however many points based on the level of the spell you were casting.
22nd May '17 12:59:00 PM Necrodomo
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* Everyone in ''[[NexusWar Nexus Clash]]'' has Magic Points representing their angelic/demonic powers, arcane magic level, personal willpower/badassery, or any number of other power sources depending on their class. The only [[MechanicallyUnusualClass exception]] is the [[AscendedDemon Redeemed]], who spend points from their KarmaMeter to use their powers instead.
14th May '17 10:12:11 AM nombretomado
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* Units in ''Franchise/{{Starcraft}}'' have "energy meters" that can indicate either the unit's remaining energy reserve (Terrans), psionic power (the Protoss) or bioweapons (the Zerg). They are depleted as that unit's special abilities are used and recover with time (with the exception of several zerg units that can restore their energy by consuming another friendly unit). This system can lead to some weirdness when the terran [=EMP=] drains psionic power and bioweapons in addition to energy and shields, [[GamePlayAndStorySegregation but that's game balance for you]].

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* Units in ''Franchise/{{Starcraft}}'' ''VideoGame/StarCraft'' have "energy meters" that can indicate either the unit's remaining energy reserve (Terrans), psionic power (the Protoss) or bioweapons (the Zerg). They are depleted as that unit's special abilities are used and recover with time (with the exception of several zerg units that can restore their energy by consuming another friendly unit). This system can lead to some weirdness when the terran [=EMP=] drains psionic power and bioweapons in addition to energy and shields, [[GamePlayAndStorySegregation but that's game balance for you]].
23rd Apr '17 5:08:28 PM nombretomado
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* The ''Franchise/TalesSeries'' has Technical Points, which are consuming when using techniques. Although still technically a mana meter, ''Tales'' games by Team Destiny (''VideoGame/TalesOfDestiny'' and ''VideoGame/TalesOfRebirth'') get rid of Technical Points in favor of some other mechanic that usually regenerates whatever it is you need to do special attacks quickly.

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* The ''Franchise/TalesSeries'' ''VideoGame/TalesSeries'' has Technical Points, which are consuming when using techniques. Although still technically a mana meter, ''Tales'' games by Team Destiny (''VideoGame/TalesOfDestiny'' and ''VideoGame/TalesOfRebirth'') get rid of Technical Points in favor of some other mechanic that usually regenerates whatever it is you need to do special attacks quickly.
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.

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 {{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.
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