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Marrend's Custom Counter

Okay, not sure if I just did something wrong last time but yeah, it does work now!
It still shows the default attack animation even front view and does 0 damage, though it being shown as 0 damage might also just be because of another plugin I use but atleast the actual skill is being used now and the actor actually is the one getting TP(in my case)!

Counter attacking in RPG Maker is generally just uncooperativ, if you want to the actor to not move during counter stance, guess what, apparently not possible and do anything else aside from default attacking when hit? Nah, can't change that either buddy.

Atleast until now. Thank you so much again for taking your time! If anything else comes up or stops working, I'll let you know.

Marrend's Custom Counter

nor how to indicate a side-view motion for allied battlers, other than the "attack" motion of the equipped weapon.


Well, I personally always use the Front-View in Battle so atleast for me that ain't a problem

I can't say for sure if I can get the animation for the indicated skill to animate/play,


Well. I gathered with my miniscule know-how that it's probably not that easy to just tell the game to replace the default counter attack with another skill(the one given in notetags) and be done with it, though I am surprised that it is still possible to atleast borrow another skills "effect".

However, I am inclined to note that the way I've set this up, only one target is viable for counter attack skills. You can choose a scope of "all allies" or "all enemies", but, skills will revert to the attacking unit in the case of a skill that targets enemies. Likewise, skills will revert to the defending unit in the case of a skill that targets allies. However, this restriction could be circumvented by use of Common Events, should such be desired.


My personal use would be a self targeted skill after getting hit that regenerates a set amount of TP so that wouldn't be a problem. And as you said, If I wanted, I could use a common event on the skill to activate another skill( which would at least definitely play the right animation.


I'm gonna test it later today and see how it works out.
Anything about the counterskill id only working for enemies and not actors? Ya didn't mention that so that's why I am asking.

Marrend's Custom Counter

First off thank you so much for taking your time with me!

Sadly, it only kinda works now. Tested it on a freshly made project again and it still doesn't work for actors.
It kinda works for enemies, though:

- It seemingly keeps the default attack animation. I tested it with a magic spell as a counter this time and the enemy definitly did way more damage even though it sounded and looked like they countered using a normal attack

- I then used a buff as a counter attack and when the enemy countered, the actor got buffed instead of the enemy. I set the scope to "1 ally" and "to self" just in case but both times the actor got buffed.

Marrend's Custom Counter

So I desperatly tried to get this to work in my project. And when it didn't I tried to use it in a completely new project.
Made a counter skill that puts your character into the counter-stance and all, put <counterskill = id> in the notetag for the weapon the actor uses (<counterskill = 141>) and made sure the skill is:
A. A Physical Attack and not either magic or certain
B. That the actor has the resources to perform the set skill
But no matter what, it always does the default attack. I even tried it with enemys and they also use the default attack no matter what I do.

Is there anything I missed, maybe something obvious?
I really want this to work as I haven't found any other Plugin that changes the counter but I'm ripping off my hair because it seems so simple and yet it doesn't work. I also made sure it's the counter for physical attacks and not for magic attacks.
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