About the Book
This book consists of articles from Wikia. Pages: 79. Chapters: Elements, Action Encounter, Area of Effect, Attack Formations, Banish Trap, Battle, Battlegen, Battle Results, Battle Speed, Battle Systems, Chain, Charge Time, Chase Sequence, Command Mode, Critical Hit, Damage Priority, Effect Capacity, Elemental Affinity, Escape, Fixed Encounter, Game Over, Group, Group-cast, Group Leader, Guest, Hit, Item Drop, Level Grinding, Multiplayer, Non-elemental, Overkill, Oversoul, Paradigm, Psyched Up, Quickmove, Random Encounter, Row, Trinity Attack, Victory Pose, Wall Rush, Dark, Earth, Element, Fire, Gravity, Hidden, Holy, Ice, Lightning, Poison, Water, Wind. Excerpt: Action encounters refers to a method of entering battles. Primarily used for boss battles, action encounters are engaged in when a player uses the action button to trigger a battle, or to trigger script that leads to a battle. Due to the greater amount of forewarning given before the player enters the battle, it leaves time for the player to menu grind. While most action encounters are one-time events, there are a number of exceptions to the rule in the series. Action encounters are used more in the earlier games, particularly the sprite-based games, as the model-based games allow for cutscenes where the characters can move around more. Action encounters are similar to script encounters in the way they lead up to boss battles or other forms of special battle, the difference is the more forced nature of a script encounter as the player loses control when moving past a certain point, while an action encounter can be entirely ignored until the player is ready since the player can see the boss and choose when to engage with it. A common form of non-boss action encounters are Monster-in-a-box encounters that serve as a form of trap since the player freely chooses to engage with the Treasure Chest. Monster-in-a-box encounters are a programmer's alternative to placing fixed encounters around chests. See also: ...