Difference between revisions of "Battle System"

Jump to navigation Jump to search
293 bytes added ,  21:46, 27 January 2019
no edit summary
(12 intermediate revisions by 4 users not shown)
Line 7: Line 7:
! style="width: 125px;" |Item !! Description
! style="width: 125px;" |Item !! Description
|-
|-
| 1. Menu Button || Pulls up a basic menu that lets you quit the current mission.
| 1. Menu Button || Pulls up a basic menu that lets you quit the current battle.
|-
|-
| 2. Battle Speed || Change the battle speed, from 1x to 3x.
| 2. Battle Speed || Change the battle speed, from 1x to 3x.
|-
|-
| 3. Area Name(?) || Self-explanatory.
| 3. Area Name || Location of the battle
|-
|-
| 4. Element Cycles || Summarizes elemental weaknesses. See below for more info.
| 4. Element Cycles || Summarizes elemental weaknesses. See below for more info.
|-
|-
| 5. Phase Number || Shows which phase you are currently on.  Most missions consists of 4 battles, or phases.
| 5. Phase Number || Shows which phase you are currently on.  Most battles consists of 4 phases.
|-
|-
| 6. Unit List || Shows all of the units you currently command.  You can have 2 more in reserve if any fall to 0 HP.
| 6. Unit List || Shows all of the units you currently command.  You can have 2 more in reserve if any fall to 0 HP.
Line 23: Line 23:
| 8. Unit Status || Shows any [[Skills|Buffs or debuffs]] on the unit.  Debuffs are displayed in blue and buffs in red.
| 8. Unit Status || Shows any [[Skills|Buffs or debuffs]] on the unit.  Debuffs are displayed in blue and buffs in red.
|-
|-
| 9. Support Unit || Unit borrowed from a friend or a random person online before starting the mission, friend's unit can gain cp whereas random's unit cp is locked.
| 9. Support Unit || Unit borrowed from a friend or a random person online before starting the battle, friend's unit can gain cp whereas random's unit cp is locked.
|-
|-
| 10. Timer || Shows amount of time you have once you start moving a unit until the end of your turn.
| 10. Timer || Shows amount of time you have once you start moving a unit until the end of your turn.
Line 33: Line 33:


== Basics of Battle ==
== Basics of Battle ==
Most missions 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.
Most battles 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 player's units are all defeated, you can either fail the battle and quit out or refresh your units at the cost of a {{item|transient stone}}.
* 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.
* If the enemy's units are all defeated, the player moves onto the next phase, or if it is the last phase, finish the battle and collect your rewards.




Line 69: Line 69:
{{Item:種}}s are geared towards increasing stats of <u>all</u> variants of a unit.
{{Item:種}}s are geared towards increasing stats of <u>all</u> variants of a unit.


So far, there's {{Item:HPの種}}, {{Item:ATKの種}}, {{Item:レベルの種}}, and {{Item:スキルの種}}.
So far, there's {{Item|HPの種}}, {{Item|ATKの種}}, {{Item|レベルの種}}, and {{Item|スキルの種}}.


Each {{Item:種}} increases their correlated stat (that is, HP stat increase, ATK stat increase, card [[LV|Level]] increase, and [[Skills|Skill Activation Percentage]] increase).
Each {{Item:種}} increases their correlated stat (that is, HP stat increase, ATK stat increase, card max [[LV|Level]] increase, and [[Skills|Skill Activation Percentage]] increase).


A single {{Item:種}} will increase its correlated stat by one, while the double {{Item:種}} raises a stat by three, yet the triple {{Item:種}} increases by ten.
A single {{Item:種}} will increase its correlated stat by one, while the double {{Item:種}} raises a stat by three, yet the triple {{Item:種}} increases by ten.
Line 82: Line 82:
Units have an additional level parameter: Sacred Artifact level, which determines the [[Skills#Charge_Skill_Effect_Increase|strength]] of a unit's charge attack. This value is increased by acquiring duplicate units. Typically, duplicate {{Star|5}}s increase this level by 20, {{Star|4}}s increase by 5, and the remaining lower rarities merely increases by 1.
Units have an additional level parameter: Sacred Artifact level, which determines the [[Skills#Charge_Skill_Effect_Increase|strength]] of a unit's charge attack. This value is increased by acquiring duplicate units. Typically, duplicate {{Star|5}}s increase this level by 20, {{Star|4}}s increase by 5, and the remaining lower rarities merely increases by 1.


== Relationships ==
== Relationships (Affinity Burst) ==
Relationships between units (Like, Dislike, Love, etc.) can play a role in how you'll clear a quest; moving a unit adjacent to another with a relationship (love/like/dislike/rival) to or from said moved unit will grant buffs to the source of the relationship. Each buff will last for 3 turns.
Relationships between units (Like, Dislike, Love, etc.) can play a role in how you'll clear a quest; moving a unit adjacent to another with a relationship (love/like/dislike/rival) to or from said moved unit will grant buffs to the source of the relationship. Each buff will last for 3 turns.


Line 112: Line 112:


== Boost Function ==
== Boost Function ==
Starting with the [[Event Quest:Birth! New Hero of the Holy Night?|2017 Christmas Event]], it's now possible to apply party-wide buffs temporarily. Below is a list of consumables, and their effects:
Starting from the [[Event Quest:Birth! New Hero of the Holy Night?|2017 Christmas Event]], during special [[Event Quest]]s, the Boost Function is a supplementary system aimed to provide party-wide buffs that typically last the entire battle.
{| class="wikitable floatright"
 
|+ Summer Festival Consumables
With both the [[Event Quest:Birth! New Hero of the Holy Night?|2017 Christmas Event]] and [[Event Quest:Honorless Great Summer Festival Struggle|2018 Summer Festival Event]], you can obtain special consumable items from item drops or the event item exchange shop.
! Item
 
! Description
With the [[Event_Quest:Valentine_Jail!_You,_Prison,_and_Chocolate|2018 Valentine's Event]], the Boost Function was used via [[#Relationships (Affinity Burst)|relationships]] between two units. Similar to this, the [[Event_Quest:Distant Gendarme|Distant Gendarme Event]], non-consumed strategies (formations) provided boosts in a manner similar to relationships, but required units to be positioned a certain way.
! Effect
 
|-
== Weapons and Energies ==
| {{Item:応援団焼きそば}}
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:
| ノブハルお手製の焼きそば。暑さに負けないスタミナの付く具がもりだくさん。応援団パワーでスキル発動率が永続大アップ!
{{#masterdata:Weapon|}}
| Improves skill activation rate
Furthermore, energies (attributes, elements) also multiply damage.  Attacking an enemy disadvantageous to your unit's energy doubles damage, while attacking an enemy advantageous against your unit's energy halves damage.  There are 5 main energies in the game, {{Attribute|Fire}}, {{Attribute|Water}}, {{Attribute|Wood}}, {{Attribute|Holy}}, and {{Attribute|Dark}}, with 4 special energies: {{Attribute|Demon}}, {{Attribute|Hero}}{{Attribute|World}}, and {{Attribute|All}}. Damage multipliers of these energies are listed in the table below:
|-
[[File:B48a31029a5e55652638d9f99436cf6c.jpg|400px|right]]
| {{Item:剣豪フランクフルト}}
{| class="wikitable" style="text-align:center"
| 刀の形をした串が付いた、警察学校の剣術師範オススメの軽食。怪しいパワーで攻撃力が永続大アップ!
| Improves ATK
|-
| {{Item:シャバ甘アンズ飴}}
| 歌舞伎町ギルド・スズカのひそかな大好物。元ヤンパワーでHPが永続大回復!
| {{Status effect|回復}} every turn
|-
| {{Item:豪開!かち割り氷}}
| 警察学校生のタヂカラオが作った、カチ割り氷。故郷の岩戸をイメージした代物。お祭好きパワーで弱体反射効果を永続付与!
| {{Status effect|弱体反射}}
|-
| {{Item:任侠印のたこ焼き}}
| 歌舞伎町の相談役が故郷の名物、タコをたっぷりつかったまんまるタコ焼き2個セット。化けダヌキパワーでCPが永続大アップ!
| {{Status effect|CP増加}} every turn
|-
|-
|}
! rowspan="2"|Attacking Energy !! colspan="9"|Defending Energy
 
{| class="wikitable"
|+ Christmas 2017 Consumables
! Item
! Effect
! Icon
|-
|-
| Mince Pie
| {{Attribute|Fire}} || {{Attribute|Water}} || {{Attribute|Wood}} || {{Attribute|Holy}} || {{Attribute|Dark}} || {{Attribute|Shadow}} || {{Attribute|Hero}} || {{Attribute|World}} || {{Attribute|All}}
| +50% ATK
| [[File:クリスマス-フード-ミンスパイ.png|100px]]
|-
|-
| Pizza
| {{Attribute|Fire}} || x1 || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1
| Nullifies status effect
| [[File:クリスマス-フード-ピザ.png|100px]]
|-
|-
| Grilled Turkey
| {{Attribute|Water}} || style="color:red"|x2 || x1 || style="color:blue"|x0.5 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1
| +10 CP every turn
| [[File:クリスマス-フード-鶏の丸焼き.png|100px]]
|-
|-
| Yule Log / bûche de Noël
| {{Attribute|Wood}} || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1
| +400HP every turn
| [[File:クリスマス-フード-ブッシュドノエル.png|100px]]
|}
 
== Weapons and Energies ==
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"
|-
|-
! Weapon Type !! Range !! Multiplier
| {{Attribute|Holy}} || x1 || x1 || x1 || x1 || style="color:red"|x2 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1
|-
|-
| {{Weapon|Strike}} (Fist) || 1 space in front of unit || 1.0x base attack
| {{Attribute|Dark}} || x1 || x1 || x1 || style="color:red"|x2 || x1 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1
|-
|-
| {{Weapon|Slash}} (Sword) || 3 spaces in front of unit horizontally || 0.45x base attack
| {{Attribute|Shadow}} || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || style="color:red"|x2 || x1
|-
|-
| {{Weapon|Pierce}} (Spear) || 2 spaces in front of unit vertically || 0.55x base attack
| {{Attribute|Hero}} || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || x1 || x1 || style="color:red"|x2 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1
|-
|-
| {{Weapon|Ranged}} (Bow) || 3 spaces in front of unit vertically || 0.45x base attack
| {{Attribute|World}} || x1 || x1 || x1 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:red"|x2 || style="color:darkorange"|x1.5 || x1
|-
|-
| {{Weapon|Magic}} ({{Weapon|Magic}} Rod) || 5 tiles in a plus (+) shape in front of unit || 0.28x base attack
| {{Attribute|All}} || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1
|-
|-
| {{Weapon|Snipe}} (Gun) || 5 spaces in front of unit vertically || 0.28x base attack(?)
|}
|}
 
<!-- old table, revert back to this if needed
Furthermore, energies (attributes, elements) also multiply damage.  Attacking an enemy disadvantageous to your unit's energy doubles damage, while attacking an enemy advantageous against your unit's energy halves damage.  There are 5 main energies in the game, {{Attribute|Fire}}, {{Attribute|Water}}, {{Attribute|Wood}}, {{Attribute|Holy}}, and {{Attribute|Dark}}, with 3 special energies: {{Attribute|Demon}}, {{Attribute|Hero}}, and {{Attribute|All}}.  Strengths and weaknesses of these energies are listed in the table below:
[[File:zokuseiaishohyo.jpg|400px|right]]
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 222: Line 185:
{{Attribute|ALL}} has no relationships, so no energy-based damage multipliers apply.
{{Attribute|ALL}} has no relationships, so no energy-based damage multipliers apply.


{{Attribute|Hero}} has special properties for the five main energies: {{Attribute|Fire}}, {{Attribute|Water}}, and {{Attribute|Wood}} are dealt halved damage, while damage from {{Attribute|Aether}} and {{Attribute|Nether}} is halved. {{Attribute|Hero}} is advantageous against {{Attribute|Shadow}} <!--if it wasn't clear from several other places stating this-->.
{{Attribute|Hero}} has special properties for the five main energies: {{Attribute|Fire}}, {{Attribute|Water}}, and {{Attribute|Wood}} are dealt halved damage, while damage from {{Attribute|Aether}} and {{Attribute|Nether}} is halved. {{Attribute|Hero}} is advantageous against {{Attribute|Shadow}}.


The player can infer that relationships that are neither advantageous or disadvantageous offer no damage multiplier.
The player can infer that relationships that are neither advantageous or disadvantageous offer no damage multiplier. -->


=Pre-Quest Information=
=Pre-Quest Information=

Navigation menu