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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Super Mario RPG Hacking - Remove Battle Timing? New thread | New reply


avigor
Posted on 06-14-18 01:11 AM Link | Quote | ID: 166384

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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
Posted on 06-15-18 06:20 PM Link | Quote | ID: 166385


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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?

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avigor
Posted on 06-22-18 08:38 AM Link | Quote | ID: 166407

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Posted by Yakibomb
I don't know what a "pure % crit and parry system" means. I'm curious. What does it mean?


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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