COUNTER ATTACK IN RM2K3?

Posts

Pages: 1
Is there a way to enable a counter attack? I want to make a skill that makes a certain party member counter with a physical attack (or some other skill) once damaged. Is this possible?
I'd imagine that you could make it something like this:

When you select counter, put on a switch called "counter" or something. Then make a page in the battle events thats enabled by that switch, and makes the character attack when he gets hurt.
LouisCyphre
can't make a bad game if you don't finish any games
4523
I'd imagine he'd want someone who knew what they were talking about.
Looking at the monster group trigger event tab... there's no way to check if an enemy has attacked. If he uses skills (which can turn on switches), you can check if a switch is on to trigger an event.

Then you can make an event that shows a battle animation and does damage to the enemy. But that would only look like a counterattack if you're using battle animations instead of battlechar poses.
post=127281
I'd imagine he'd want someone who knew what they were talking about.


.....Okay.
Hey now, let's not be rude.
Okay boys. :)

Make the counter skill trigger a switch. Then create a battle event page (which is triggered by that switch) that checks the hero's hp. If the health decreases, execute the attack. Inflict the hero with a blank condition for an animation and then show his counter animation (revert back once you're done). Damage can be determined by the standard RM calculation, or you can do whatever you want. This won't be perfect, though. Unless you make each enemy attack unique through events (like Ran's video above), you won't be able to determine which enemy to counter attack.
In that case, your counter attack would have to hit all enemies on the field.

Also, this can be abused with things like poison. Theoretically, a counter attack would happen everytime poison damage happens. And in 2k3's DBS...Yeah.
There is a way without switches, but it's a bit tricky to work with.

Tag conditions.

Create a pair of 'dummy' status conditions (100% hit rate across the board) - call one 'hit' and one 'countering' or something like that. Have the 'countering' status put on a character who uses the counter skill/ability, and have all counter-triggerable enemy attacks carry the 'hit' condition - and only the 'hit' condition. Modified hits may be needed for attacks that carry status effects normally ('hit/poison', for example). Have any counter-triggerable skill also call a common event.

Inside the event, check for 'is in 'hit' status? If yes, is in 'countering' status? If yes, calculate counter damage, display animation on target(s) and deal damage'. Single-target countering can be done by creating unique 'hit/x' conditions, but that gets to be a major hassle. And this kind of method means that a normal attack has to be replaced by an attack-param skill with 0 cost.
Dudesoft
always a dudesoft, never a soft dude.
6309
post=127314
In that case, your counter attack would have to hit all enemies on the field.

Also, this can be abused with things like poison. Theoretically, a counter attack would happen everytime poison damage happens. And in 2k3's DBS...Yeah.
If you make Poison a powerful spell, this could be a good trade-off technique. Maybe even something to utilize intentionally. Like having a character who can inflict poison on himself, to mix with a spell of countering.
Actually, I think I'll do just that. Was trying to think of ways to beef up Popeye.
As far as I know, you can't cast a damage spell on yourself, or on an ally.
LouisCyphre
can't make a bad game if you don't finish any games
4523
You can have a friendly version that inflicts Poison on that ally.
Craze
why would i heal when i could equip a morningstar
15170
Also, you can use an "ally" element that inverts itself. Or VX, whichever.
VX would actually be wonderful solution to this problem, but that's probably not what feld wants to hear. 8D
Yeah, VX would work, but that does me no good for Chronology. I'm actually going to experiment with my next project on XP or VX, but I have to finish this one first.
Max McGee
with sorrow down past the fence
9159
/me reists the urge to comment on how much easier this would be to do in VX. (no more /me?)

Yeah, the above eventing solutions provide enough guidelines that you should be able to figure this out. I remember from my days of RM2k3 eventing that this kind of thing is difficult but not impossible.

Also good for you, Feld, finishing projects before starting a new one.
Pages: 1