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(Filled out more information about the battle system.) |
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Tokyo Afterschool Summoners' uses a battle system similar to a very basic turn-based strategy game. All information about it can be found on this page. | |||
== Battle Screen Summary == | |||
[[File:Battle Screen.png|right|640px|A screenshot of the game's battle system.]] | |||
{| class="wikitable" | |||
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! style="width: 125px;" |Item !! Description | |||
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| 1. Menu Button || Pulls up a basic menu that lets you quit the current mission. | |||
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| 2. Battle Speed || Change the battle speed, from 1x to 3x. | |||
|- | |||
| 3. Area Name(?) || Self-explanatory. | |||
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| 4. Element Cycles || Summarizes elemental weaknesses. See below for more info. | |||
|- | |||
| 5. Phase Number || Shows which phase you are currently on. Each mission consists of 4 battles, or phases. | |||
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| 6. Unit List || Shows all of the units you currently command. You can have 2 more in reserve if any fall to 0 HP. | |||
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| 7. Unit Info || Shows unit's HP, Charge level, Weapon type and element, as well as their name. | |||
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| 8. Unit Status || Shows any buffs or debuffs on unit. Buffs are in the top row in red, debuffs are in the bottom row in blue. | |||
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| 9. Support Unit || Unit borrowed from a friend or a random person online before starting the mission. | |||
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| 10. Timer || Shows amount of time you have once you start moving a unit until the end of your turn. | |||
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| 11. Danger Area || Any square marked in red belongs to the enemy. Your units cannot move here. | |||
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| 12. Safe Area || Any square marked in blue belongs to the player. Your units can move anywhere within here. | |||
|} | |||
== Basics of Battle == | |||
Each mission in Tokyo Afterschool Summoners requires you to fight a 4-phase battle against CPU-controlled enemy units. The player and enemy alternate turns, starting with the player, moving units around and attacking opposing units until all units on one side are defeated. | |||
* If the player's units are all defeated, you can either fail the mission and quit out or refresh your units at the cost of a rainbow gem. | |||
* If the enemy's units are all defeated, the player moves onto the next phase, or if it is the last phase, finish the mission and collect your rewards. | |||
Each turn consists of two parts: Movement and Attack. | |||
* During Movement, you can move one of your units to another area adjacent to it, including diagonals, so long as it is within the Safe Area. | |||
* During Attack, each of your units will attack any enemy within their attack range. See the [[Battle System#Weapons and Elements|Weapons and Elements]] for more details. | |||
Once both parts have been completed, the turn ends, and the opposing player begins their turn. | |||
== Advanced Battle Information == | |||
During Movement, it is possible to move multiple units at once. Simply move a unit into a space that another unit occupies, and the two will trade places. By keeping a unit in a central position, it is possible to move many units at once into strategic positions. It is also possible, although difficult, to move a unit to a diagonally-adjacent space (For example, moving to the north-east without "touching" the north or east space). | |||
Each time one of your units attacks or gets attacked, its CP% raises a little bit. Once it reaches 100%, the following turn that unit will use their charge attack instead of their regular attack. Note that you cannot stop a unit from using its charge attack if its CP is at 100%, so if you want to save it for a later turn, you need to move it to a position where it attacks no enemies. Charge attacks can also have a different range than normal attacks, such as 3* [[Cusith|Cusith's]] charge attack having magic range, even though his normal attack has strike range. CP can also be charged from certain status buffs to allow you to use them more frequently. | |||
== Weapons and Elements == | |||
Each unit wields a certain weapon type and element, which acts as a multiplier on their base damage. Furthermore, each weapon type attacks in a different range. The weapon types, damage multipliers, and ranges are listed below: | |||
{| class="wikitable" | |||
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! Weapon Type !! Range !! Multiplier | |||
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| Strike (Fist) || 1 space in front of unit || 1.0x base attack | |||
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| Slash (Sword) || 3 spaces in front of unit horizontally || ??x base attack | |||
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| Pierce (Spear) || 2 spaces in front of unit vertically || 0.55x base attack | |||
|- | |||
| Ranged (Bow) || 3 spaces in front of unit vertically || 0.45x base attack | |||
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| Magic (Magic Rod) || 5 tiles in a plus (+) shape in front of unit || 0.28x base attack | |||
|} | |||
Furthermore, elements also multiply damage. Attacking an enemy weak to your unit's element doubles damage, while attacking an enemy strong against your unit's element halves damage. There are 5 main elements in the game, Fire, Water, Wood, Light, and Dark, with 2 special elements, Demon and Neutral. Strengths and weaknesses of the 5 main elements are listed in the table below: | |||
{| class="wikitable" | |||
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! Unit's Element !! 2x Damage Against !! 1x Damage Against !! 0.5x Damage Against | |||
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| Fire || Wood || Fire, Light, Dark || Water | |||
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| Water || Fire || Water, Light, Dark || Wood | |||
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| Wood || Water || Wood, Light, Dark || Fire | |||
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| Light || Dark || Fire, Water, Wood, Light || None | |||
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| Dark || Light || Fire, Water, Wood, Dark || None | |||
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|} | |||
Demon is a special element that deals 2x damage to the 5 main elements, but also takes 2x damage from the main elements. Neutral has no relationships, and deals 1x damage to all other elements. |
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