
Resting would now increase condition to 160 if it was below. Overall this should lower the risk of getting randomly one shot just from AI roulette choosing the right/wrong action while putting a limit to how long you can get by with just taking 90% damage hits and spamming full heals while ignoring (de)buffs.ģ) The condition stat (tired/fine/great, measured on a 0-255 scale) gets a bit more involvement.īy default it only seems to go up (neither many battles, day/night changes nor death did decrease it in my tests) and it is mainly responsible for a massive crit rate (both weapon and spells) at the end. If taken HP damage exceeds 50% of remaining HP you additionally take some LP damage relative to the HP damage.įatal HP damage deals more LP damage if at least 1 LP remains the death is avoided and some HP is recovered (this replaces the chance to survive fatal damage via guts stat). Implementation is easy since one unique enemy skill can seal spells until end of battle, so the same mechanic can just be used.Ģ) LP replaces AP this is kind of a secondary HP bar. With some form of scaling damage/healing power this should make more spells relevant than the newest 2-3 out of a potential 32 spell slots you have per character. Thank you for all of your support throughout the years - CoolROM will continue strong.I've no idea where the ideas came from this time but.ġ) Each spell can be used once per battle but cost no AP (exception: dragon skills cost a fixed 3) We feel we have reached this goal and helped cure more cases of nostalgia than we could have ever imagined.

From the very beginning, our goal was to allow users to re-live classic moments from video games that they have lost and cannot purchase anymore. We are very grateful to have served the emulation community for so many years and to have CoolROM still exist today.

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