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So I've been kicking around the idea of doing a legend of the dragoon de-make in rpgmaker, mostly just to entertain myself. Now, you don't need to have to play the game to get this, but just know the main crux of the combat is that like paper mario, characters deal more damage with timed button pressed in a sequence depending on which "Addition", or attack combo, they have equipped. Now additions all have different damage scaling based on how far into the combo you make it before failure (ideally you just want to complete it every time) and gain different rates of SP gain, which fuel the game's transformation mechanic.

Now, I've no delusions of trying to hard code in a system like that, but I do have an Idea suitable to a demake, just no idea how to go about it or how to properly scale it. I was thinking you could have slot-able abilities that change your basic attack's damage and TP gain, and you'd learn them as you level up.

The other problem is that each addition gets stronger and gains more SP through usage, and I have no idea where to even start for that. I was wondering if I should just scrap the ability leveling idea or try to find a way to implement it. I'm also wondering if anyone has a better idea of how to go about translating a system like that into a more rigid turn based rpg.

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