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Main - Super Mario RPG Hacking - Remove Battle Timing? | New thread | New reply |
avigor |
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Newcomer Level: 4 Posts: 1/2 EXP: 130 Next: 149 Since: 06-14-18 Last post: 2135 days Last view: 2135 days |
By any chance, has anyone ever made a SMRPG hack where they remove the the "press x" battle mechanics? Replacing it with a pure % based crit and parry system, based on level and/or character stats. I'm OK with having FF3 style bars so faster characters can attack more often or just going strictly turn-based, I'm just not fond of the entire having to hit buttons with sensitive timing to maximize combat effectiveness, it drives my OCD side crazy (in contrast, more conventional % systems don't typically do that). |
Yakibomb |
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Level: 28 Posts: 130/137 EXP: 122959 Next: 8379 Since: 03-21-08 Last post: 771 days Last view: 771 days |
I don't see why it can't be implemented. I mean, I did document a lot of the battle system already... Which I will link below.
http://acmlm.kafuka.org/uploader/get.php?id=5334 (It's Giangurgolo's document that I added onto, by the way) I don't know what a "pure % crit and parry system" means. I'm curious. What does it mean? ____________________ Layout by Erik557 & LDA.
Thank you! |
avigor |
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Newcomer Level: 4 Posts: 2/2 EXP: 130 Next: 149 Since: 06-14-18 Last post: 2135 days Last view: 2135 days |
Posted by Yakibomb I mean have the game RND a % chance for a crit or a parry to change the damage, instead of relying on player timing skill to change the damage. |
Main - Super Mario RPG Hacking - Remove Battle Timing? | New thread | New reply |
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