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Tutorial for Battles and Other Systems in Wild Wings 2

===Battling===

Wild Wings 2 uses the default battle system of RPG Maker 2003. While I assume most already know how to battle in 2003, I will go over some basics briefly and then indulge you on the more advanced and unique elements of the game and its battle system.



This is the screen you start off in when you enter a battle (the background is subject to change). You will receive a Top Menu through which you have three options...technically two.

1) Fight - This will take you to the Battle Menus for each character, which will be touched up upon in the next section.
2) AI Fight - If you are tired of battling, you can choose this so that AI will take control of your characters. Be careful with this, however, because most of the time if an ally can use a skill, the AI will tell them to use it. To get out of AI battling, just hit the cancel key.
3) Run - This option is disabled by default. I'm not sure why, but you still have the option to run, which can be seen in the Battle Menus.
4) HP Bar - It's the character's health. If it reaches zero, they are KO'd.
5) MP Bar - Magic points. These points are required to use skills.
6) ATB Bar - This bar determines when an ally can act. When it's full, their Battle Menu can be chosen.



This is the Battle Menu for each character which comes up when you select Fight from the Top Menu and then select a character (you can select any character when their ATB bar goes up before going to a Battle Menu). It's very simple and to the point, but I'll go over the options anyway.

1) Fight - When you choose this, you can select any conscious foe and then attack them regularly with whatever weapon the character has.
2) Skill - This menu houses your characters' skills, which are special attacks with many different functions.
3) Item - Opens the inventory.
4) Escape - This is what you use to escape a battle. If your party's speed is greater than the foes', you will be able to escape most of the time if not all the time.

That covers the basic menus, but now things get a little more advanced.

===Skills and Elements===



Skills have symbols next to them that label exactly what type of skill it is.

1) Healing - This skill replenishes an ally's HP or MP in some form.
2) Physical Attack - Skills with the sword symbol are physical in nature and are more influenced by Attack rather than Mystic.
3) Status Inflict - Skills with a skull symbol have a chance to cause a status ailment on the foe, such as Poison, Sleep, or Silence.
4) Magical Attack - This symbol represents skills that are magical and are more influenced by Mystic rather than Attack.



1) Status Healer - Sun symbols represent skills that can heal any ally of any status ailments they may have.
2) Nerf - Down arrows symbolize skills that lower the core stats of an enemy temporarily.
3) Buff - Up arrows symbolize skills that raise the core stats of an ally temporarily.

There are Four core stats for every ally and enemy alike.

1) Attack - This is the physical strength of an ally/enemy. Physical skills are affected by this stat as well as a Regular Attack with a weapon.
2) Defense - This is the physical defense of an ally/enemy. It determines how much damage is decreased from any physical attack or skill.
3) Mystic - This represents the magical power and defense of an ally/enemy.
4) Agility - The speed of an ally/enemy. Determines how quickly the ATB bar raises, and if you are able to escape from the foe.

Keeping these stats in mind, there are also two types of Elements in Wild Wings 2: Physical elements and Magical elements. Enemies have weaknesses and resistances to both.

Physical elements are normally what come with weapons, but they can be applied to some skills too! There are four physical elements.

1) Cut - Mostly associated with Swords and other bladed weapons (Shade and Chinook).
2) Claw - Mostly associated with Claws (Marina).
3) Bullet - Mostly associated with firearms (Joseph).
4) Blunt - Mostly associated with smashing weapons (Dick and Scirocco).

Magical elements are not normally associated with weapons, but accompany skills most of the time. There are eight magical elements in the game.

1) Fire
2) Ice
3) Thunder
4) Water
5) Earth
6) Wind
7) Holy
8) Dark

===Status Raiser and Ailments===

The Status Raiser is a unique function in Wild Wings 2 that allows the player to mold Shade and his allies to be proficient in a certain aspect of battle.



You are able to turn a once slow character into a fairly quick one while also building on their strongest stats, or just sink all points into their strongest stat and have them be a pure threat in that aspect.

In order to increase an ally's stats through this system, you must obtain Orbs and feed three of them into one meter. There are four orbs for each stat.

1) Warrior Orb - Attack
2) Stone Orb - Defense
3) Sun Orb - Mystic
4) Gust Orb - Agility

To add to a meter, use the arrow key pointing in the direction of the meter and 1/3 of it will be filled. Successfully filling a meter will grant 10 stat points to an ally.

Status Ailments are numerous in Wild Wings 2, and it is very good to know exactly what they can do to an afflicted ally. Some are good and some are bad.



Poison can be very deadly, as it persists outside of battle and causes residual damage to an ally with each turn in battle. It decreases an ally's health according to 5% of their Max HP. Heal this with a Dew Leaf or with Mend/Boon.



Paralysis is an ailment that immmoblizes an ally. They cannot do a single action while paralyzed. Paralysis is automatically removed after battle or after 20 turns in battle (50% chance to go away). Heal this with a Restorative or with Boon.



Sleep is an ailment that can potentially be even more dangerous than Paralysis. This is because it persists after battle and takes 30 turns to recover from; however, if an ally that is Sleeping is hit by an enemy, they have a 25% chance of recovering. Heal this with a Restorative or with Boon.



Silence stops an ally or enemy from using Skills until it wears off. It persists after battle and is very difficult to cure if items and skills are ignored, as it has a 15% chance to heal on its own after every 20 turns in battle. It also halves the victim's defense! Heal this with a Dew Leaf or with Boon.



Blindness is a disruptive ailment that greatly decreases the accuracy of an ally's attacks by 50%. It also halves the victim's agility and persists after battle. The accuracy of skills is not affected. This ailment has a 15% chance to heal on its own after even 10 turns in battle. Heal this with a Dew Leaf or with Boon.



Confusion is an ailment that causes the victim to attack their own allies. It has a 30% chance to go away on its own every 10 turns and also has a 25% chance to disappear when hit by an enemy. Heal this with a Dew Leaf or with Boon.



Curse functions like Poison in which it drains an ally's points, but Curse drains MP rather than HP. It drains MP by 15% of the victim's Max MP each turn. Not only that, but Curse halves Mystic. This can only be cured with Holy Water.



Regen is one of three status this graphic depicts. It heals an ally's health by 3% of their Max HP with every turn. It also persists after battle but goes away after 25 turns in battle.

Replen heals an ally's health by 10% of their Max HP with every turn. It also heals MP by 2% of their Max MP! It also persists after battle but goes away after 30 turns in battle.

Restora heals an ally's health by 15% of their Max HP with every turn and heals MP by 5% of their Max MP! It also persists after battle but goes away after 35 turns in battle.



Reflect is a special status that deflects any skill that hits whoever is afflicted with this. The deflected skill will then hit whoever used it! If an all-hitting move is used on a party that has a member with Reflect up, damage to all other members is avoided and the skill is still reflected! It only lasts for 5 turns in battle, so use it in anticipation of an enemy skill.



Enrage is both beneficial and uncontrollable. When an ally is afflicted with Rage, they will attack a random enemy, but their Attack will be doubled. This lasts for 20 turns in battle and can disappear with a 25% chance when hit by an enemy.



Haste doubles the speed of anyone afflicted with it and lasts for the entire battle.

Important Note: While status can be inflicted on enemies most of the time if not all the time, it will have a very slim chance to work on boss enemies and for some bosses will not work at all!

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Gibmaker
I hate RPG Maker because of what it has done to me
9274
Great page!
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