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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Turn Press Battle employs the Turn Icon appear in the upper right in either red (corresponding to your enemies) or blue/green (corresponding to you and your allies). For the most part, there will be the same amount of Turn Icons as there are units on each side. Generally, every action consumes one Turn Icon. When all Turn Icons are used up, the phase switches to the other side and continues until the battle has ended. The Turn Icon issued at the beginning of each phase is always a "whole" icon, but depending on the result of the action, the whole icon may turn into a "half" (blinking) icon, effectively increasing the number of actions one side can take within that phase. However, a failed result will always consume more Turn Icons.

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  • Turn Press
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  • Turn Press Battle employs the Turn Icon appear in the upper right in either red (corresponding to your enemies) or blue/green (corresponding to you and your allies). For the most part, there will be the same amount of Turn Icons as there are units on each side. Generally, every action consumes one Turn Icon. When all Turn Icons are used up, the phase switches to the other side and continues until the battle has ended. The Turn Icon issued at the beginning of each phase is always a "whole" icon, but depending on the result of the action, the whole icon may turn into a "half" (blinking) icon, effectively increasing the number of actions one side can take within that phase. However, a failed result will always consume more Turn Icons.
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dbkwik:megamitense...iPageUsesTemplate
abstract
  • Turn Press Battle employs the Turn Icon appear in the upper right in either red (corresponding to your enemies) or blue/green (corresponding to you and your allies). For the most part, there will be the same amount of Turn Icons as there are units on each side. Generally, every action consumes one Turn Icon. When all Turn Icons are used up, the phase switches to the other side and continues until the battle has ended. The Turn Icon issued at the beginning of each phase is always a "whole" icon, but depending on the result of the action, the whole icon may turn into a "half" (blinking) icon, effectively increasing the number of actions one side can take within that phase. However, a failed result will always consume more Turn Icons. In Digital Devil Saga series, the combo skills require two or three icons, depending on how many participants required to perform the skill. If the remaining icons do not suffice (regardless of whole and half), the combo skill is not executable. When the effective Turn Icons exceed the size of the team due to passing, scoring critical hit, etc., the action order will rewind back to the teammate who acted first and continue until all Turn Icons deplete. In Shin Megami Tensei III: Nocturne and Shin Megami Tensei IV, the action order is dictated by the agility stats of all combatants of one side. In Digital Devil Saga series, player can manually arrange the order, regardless of the agility.
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