- 31
- Posts
- 7
- Years
- Curitiba, Brazil
- Seen Nov 22, 2024
Hello folks!
Well, I have the intention to include some RBY mechanics in FireRed, and thanks to some of people here, I was successful with some of them (i.e.: Hyper Beam glitch, full EVs/DVs and basic stuff).
But in RBY, the critical hit rate of a pokémon is given by its base speed:
CH = BaseSpeed / 512
For moves with high critical hit rate, the chance is multiplied by 8.
CH(Slash and his pals) = BaseSpeed / 64
_______________
I'd like to know if there's a way to make a similar mechanic in in FireRed, without using decomp - with the Critical Hit chance being affected by the base speed of a Pokémon.
Thanks for your time!
Well, I have the intention to include some RBY mechanics in FireRed, and thanks to some of people here, I was successful with some of them (i.e.: Hyper Beam glitch, full EVs/DVs and basic stuff).
But in RBY, the critical hit rate of a pokémon is given by its base speed:
CH = BaseSpeed / 512
For moves with high critical hit rate, the chance is multiplied by 8.
CH(Slash and his pals) = BaseSpeed / 64
_______________
I'd like to know if there's a way to make a similar mechanic in in FireRed, without using decomp - with the Critical Hit chance being affected by the base speed of a Pokémon.
Thanks for your time!