Super Mario RPG Spell Timing Bonuses Patch
By Master Knight DH

Patch created with LunarIPS

*SMRPG-SpellTiming.ips applies the simple patch
*SMRPG-SpellTiming-HealNerf.ips applies the patch with the Healing Timing Dependence patch

Version 1.0 - COMPLETE! ...hopfully.

Contact information:
-Email: mknight735@yahoo.com
-Discord: MasterKnightDH#2492
-YouTube channel: https://www.youtube.com/@MasterKnightDH
Please use this for things like bug reports courtesy of the patch, or other 
things like my Secret of Evermore balance patch and its unintended overnerf of 
alchemy spells because hindsight would have let me see what has Final Fantasy 
Adventure's Will Meter mechanic actually work out.

This is a fix to an obvious imbalance in the original Super Mario RPG. Where 
physical attacks got a timing bonus of +50% extra damage on good timing and 
+100% on better timing, magic spells were standardized to get only +25% on 
good timing and +50% on better timing. Even if spells used individual 
character resources instead of a globally shared one as they do in SMRPG, 
this would still be a downgrade undermining reason to use them. It's already 
noticeable with Mallow only getting anywhere with Thunderbolt on magic number 
involvement. What particular hits home, however, is that it turns out that 
Bowser is capable of +100% extra damage with his spells other than Crusher, 
so he's intended to have a high modifier that would help against enemies 
that have lower Magic DEF, but it's not nearly high enough to capitalize 
upon. Psyche Bomb similarly suffers, although I think it's less Turbo 
controller-friendly for reaching its capacity.

For the most part--and please note that statement in case you get reason to 
read the fine print--this patch doubles these bonuses to allow spells to hit 
much harder. This also has the option, however recommended for balance purposes, 
of including the Healing Timing Dependence Patch.

Please note that Mario's Super Jump and Ultra Jump are left alone, since both 
have been powerful enough. Jump does benefit from the improved bonuses, but in 
return, I have reduced the Jump Bonus cap from 125 to 75, similar to the approach 
taken by Super Mario RPG Revolution. Geno Boost, Geno Whirl, Come Back, Mute, 
and Sleepy Time have also been left alone due to their innate properties making 
sure I couldn't do anything with them for this even if I wanted to. However, I have 
boosted Geno's other attacks even though they already also get the +100% extra damage, 
since chargeup is still a good mechanic in general game design, helped by the 
potential of overcharge coming into play here, and Geno's dominance stems from 
Geno Boost, not from his standard attack spells.

Checksum is correctly updated for both patches with no other patches in mind. I can 
guarantee that this will prove compatible with Super Mario RPG Revolution. Feel free 
to provide input toward me, and I should be on the RHDN Discord server providing I 
have not been banned from it on the lying word of a hypocrite who runs a community 
that to this day aids and abets a sexual assailaint who has a ridiculous subscriber 
count at this point and freely allows his memes that ruin basically everything they 
touch up to and including vibrant female personalities.

Credits to others:
-Nintendo and Square(-Enix) for making Super Mario RPG in the first place
-Near/byuu, the author of the SNES emulator BSNES which has been useful for 
deciphering the ASM; may he rest in peace after all the mess he had to go 
through with a certain troll nest site
-Gary Henderson and Jeremy Hoot for making SNES9x, and gocha for making the 
extension SNES9x-RR which has RAM Watch/Search
-giangurgolo & Omega for making the LazyShell editor that has been 
convenient for points of reference, as well as Yakibomb for making an 
updated version of that
-WaddlerD, the maker of Super Mario RPG Revolution, for modifying the 
Jump Bonus cap to show where it is, and having a balance patch that 
doesn't work against this
