![]() ![]() This way the battles become more dynamic and depending on how well you master AC's, you can make things a little easier on yourself. Some moves will always damage, but generally stronger ones will miss if you mistime them. Every attack you do is a gamble in a sense. Arrow keys also are used in a Paper Mario fashion, holding back to charge Hammer Attacks and pressing forward at the last moment to increase your damage. Charging Bowser's Punch by holding down the Z button is another example. ![]() The mouse can also play an important roll as seen in our teaser video with the fire flower. Mario - C Luigi - X Bowser - Z But Action Commands aren't limited to pressing buttons when prompted. Generally, each character is assigned a button they predominately use. They add a simple level of interaction that is surprisingly rewarding. Action Commands or "Timed Hits" as they were once called are what make Mario Battle Systems fun. Because this is a thread about the actual battle system, I won't get into Badges much so I will focus on Action Commands. And thanks to higher quality graphics, everything will simply look better. In addition to these features, the enemies will finally be animated, performing their own attacks with the same smoothness as the heroes. All three of which are found in Mario RPGs, but were missing in Seven Sages. As good as the SBS (Tantenkai) script is, there was still a lot we had to tinker, add, and manipulate before it could become the Mario Hybrid Battle System 2.0 Action Commands, true Badges, and Combo Attacks will prove to be the most notable upgrades to the system. Because of the script functionality of RMXP, the ability to change most of what was hard coded, we were able to finally break some of the limits that 2k3 put on us. ![]() All of this changed when we made the transition to XP. As good as our system was, the limits of RPG Maker 2003 were all still present. Combo moves were attempted but ended in failure. Enemies would remain frozen in place, unanimated, as Mario, Luigi, and Bowser maneuvered smoothly. Limits that were hard coded into the system, and that we could do nothing to change. That being said, there were obvious limits to what we could do. Random bonuses, Suits (a feature not even the normal Mario RPG's had!), Sage Powers and Skills combined with nicely animated heroes were the result of hard work. We couldn't do much to the actual mechanics of the battle system themselves, but through determination and ingenuity, we were able to add a layer of "Mario-ness" to the battle system. In Seven Sages, we had this notion in mind when we modified the DBS of RPG Maker 2003. Whether it's the the more traditional Super Mario RPG style, the Bros Moves and other combos in Mario & Luigi, or the Action Commands of Paper Mario, Mario RPG's have unique features. Mario RPG's are no exception, and most of us who like these types of games, love the battle system. In fact, it has the most influence on how good the game is, like story or gameplay. As you all know, a major factor in any RPG is the battle system. ![]()
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