The first solution is to get a front attack instead, and try to run away as soon as possible. In this case, there are two ways to get a faster run-away. This usually happens when the number of characters is higher than the number of enemies. The remaining characters will run away about two seconds after. Sometimes, however, not all characters will run away immediately. This trick is used extensively through the whole run.Įscaping fights is usually faster to do when getting a preemptive or side attack. Switching them again may add another lag frame, but this is definitively not an exact science. The most reproducible way to add 1 lag frame is to switch the weapon and the buckler. By entering the inventory and moving items, it can make the game lag, which will alter the frame rule after the fight. Add lag frames during the previous fight.It is very useful for the Minecart sequence for example. Because most fights are escaped, this has a limited application. You can delay the confirmation of this message which will alter the frame rule. Fights usually have at least an XP gain message. Delay the end of a previous winning fight. This is only useful for the first fight in the dungeon. Delay the enter in the dungeon from the world map.This is however very costly if you don't have any menuing to do. You can set the frame rule you want by delaying the exit of the menu by 1, 2 or 3 frames. To be able to change this frame rule, there are several possibilities: Because of this, we can only have access to 15 configurations out of the 60 ones. This works well on the world map, but on towns/dungeons, there is a frame rule concerning movement: we can only start walking 1 every 4 frames. The method to trigger preemptives/side attacks is simply to delay the beginning of the fight. As a consequence, there are 60 different battle configurations possible. More precisely, the game uses the number of frames (range 1-60) within one second of the in-game timer as the RNG seed. In this case, all the randomness at the start of a fight (preemptive, startup ATB, monster vigor) is determined based on the time the fight triggered. Getting preempitves/side attacks is the basics of many JRPG TASes.
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