Editing Paper Mario: Color Splash

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Enemies can be found on the overworld, and will pursue Mario if he is too close to one at any given time. While chasing Mario, the enemies may trip or stop searching, giving the player more time to run away if they do not wish to fight. A battle is initiated when Mario comes into direct physical contact with an enemy. If Mario hits an enemy on the overworld with his hammer or jumps on them, Mario will initiate combat with an additional attack to the enemy; the transition screen will have stars and display the word "Nice!" when this happens. Conversely, if the enemy attacks Mario on the overworld, combat will initiate with the enemy attacking Mario first; the transition screen will turn red when this happens. During combat, each enemy's HP is represented by the amount of paint left on their body, as opposed to a number on the screen; Mario's HP is still represented by a number. When Mario's HP drops below a certain number, the music will become quieter and the screen will pulsate red, with Mario appearing to be tired. When Mario loses all his HP, he falls onto the floor, and several [[Slurp Guy]]s drain him of his paint.
Enemies can be found on the overworld, and will pursue Mario if he is too close to one at any given time. While chasing Mario, the enemies may trip or stop searching, giving the player more time to run away if they do not wish to fight. A battle is initiated when Mario comes into direct physical contact with an enemy. If Mario hits an enemy on the overworld with his hammer or jumps on them, Mario will initiate combat with an additional attack to the enemy; the transition screen will have stars and display the word "Nice!" when this happens. Conversely, if the enemy attacks Mario on the overworld, combat will initiate with the enemy attacking Mario first; the transition screen will turn red when this happens. During combat, each enemy's HP is represented by the amount of paint left on their body, as opposed to a number on the screen; Mario's HP is still represented by a number. When Mario's HP drops below a certain number, the music will become quieter and the screen will pulsate red, with Mario appearing to be tired. When Mario loses all his HP, he falls onto the floor, and several [[Slurp Guy]]s drain him of his paint.


At the start of the game, Mario can only play one card per turn. During the course of the game, there are three instances where the player earns [[Card Max Up]]s, which increase the number of cards that can be used in battle by one. They can be obtained by helping a [[Soggy Guy]] in [[Cherry Lake]], by using the [[Teapot (Paper Mario: Color Splash)|Teapot]] in [[Dark Bloo Inn]], and by beating Kamek in [[Sacred Forest]]. Similarly, the maximum amount of Mario's HP is increased by collecting [[MAX UP Heart|HP-Up Heart]]s that are obtained when the player saves a Big Paint Star. Each HP-Up Heart increases the maximum amount of HP by 25 and increases the power of the [[First Strike]] as well.
At the start of the game, Mario can only play one card per turn. During the course of the game, there are three instances where the player earns [[Card Max Up]]s, which increase the number of cards that can be used in battle by one. They can be obtained by helping a [[Soggy Guy]] in [[Cherry Lake]], by helping all the ghosts in [[Dark Bloo Inn]], and by beating the last Kamek battle in [[Sacred Forest]]. Similarly, the maximum amount of Mario's HP is increased by collecting [[MAX UP Heart|HP-Up Heart]]s that are obtained when the player saves a Big Paint Star. Each HP-Up Heart increases the maximum amount of HP by 25 and increases the power of the [[First Strike]] as well.


There are two instances in the game where Mario will encounter an environmental hazard that carries over to the main combat. The first instance is in [[Plum Park]], when the water is poisoned by the [[Teapot (Paper Mario: Color Splash)|Teapot]]. Fighting an enemy while the water is poisoned will damage Mario by 1 HP at certain intervals<!--is it a specific number we can quantify or is it random?-->, only stopping briefly when the player has confirmed the cards that they wish to use. The second instance is in the [[Mustard Café]], when the player needs to rescue the [[Mustard Café chef]]. If the player attacks an enemy during this time, the combat will take place on quicksand, which will slowly pull Mario down as the player decides which cards to use. If the player does not decide fast enough, Mario will completely submerge, and the player will receive a [[Game Over]].
There are two instances in the game where Mario will encounter an environmental hazard that carries over to the main combat. The first instance is in [[Plum Park]], when the water is poisoned by the [[Teapot (Paper Mario: Color Splash)|Teapot]]. Fighting an enemy while the water is poisoned will damage Mario by 1 HP at certain intervals<!--is it a specific number we can quantify or is it random?-->, only stopping briefly when the player has confirmed the cards that they wish to use. The second instance is in the [[Mustard Café]], when the player needs to rescue the [[Mustard Café chef]]. If the player attacks an enemy during this time, the combat will take place on quicksand, which will slowly pull Mario down as the player decides which cards to use. If the player does not decide fast enough, Mario will completely submerge, and the player will receive a [[Game Over]]. These are the only two instances of environmental hazards that affect combat in the game.


When an enemy is defeated, they can drop coins, paint, or Hammer Scraps, and will occasionally drop an Enemy Card. The number of coins and Hammer Scraps an enemy drops is random, while the amount and color of paint dropped depends on the enemy. Generally, the paint an enemy drops matches the color that the enemy was, though some of the paint may be a different color; for example, Red [[Shy Guy]]s will drop mostly red paint, but will also drop a smaller amount of blue paint. If Mario's attack is sufficiently high, where one attack can instantly defeat a specific enemy, attacking that enemy on the overworld will have them instantly be drained of color and disappear, dropping a smaller amount of coins and/or paint. If Mario is able to defeat an enemy in combat without taking any damage, he will receive a Perfect Bonus and earn additional coins. Once the player encounters a certain Goomba on [[Daffodil Peak]], [[Kamek]] can sometimes appear during combat and either flip over all cards, steal all but six of the player's cards, or turn all cards into a specific type of card. Once the battle is won, all the stolen cards are regained and all transformed cards turn back to normal, and 300 coins are obtained as well.
When an enemy is defeated, they can drop coins, paint, or Hammer Scraps, and will occasionally drop an Enemy Card. The number of coins and Hammer Scraps an enemy drops is random, while the amount and color of paint dropped depends on the enemy. Generally, the paint an enemy drops matches the color that the enemy was, though some of the paint may be a different color; for example, Red [[Shy Guy]]s will drop mostly red paint, but will also drop a smaller amount of blue paint. If Mario's attack is sufficiently high, where one attack can instantly defeat a specific enemy, attacking that enemy on the overworld will have them instantly be drained of color and disappear, dropping a smaller amount of coins and/or paint. If Mario is able to defeat an enemy in combat without taking any damage, he will receive a Perfect Bonus and earn additional coins. Once the player beats [[Daffodil Peak]], [[Kamek]] can sometimes appear during combat and either flip over or steal most of the player's cards. Once the battle is won, all the stolen cards are regained and additional coins are obtained as well.


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