[RMVX ACE] HOW DOES "COUNTER" WORK?
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I'm curious about exactly what Counter does in VX Ace, mechanically speaking. Does it take the actor's ATK into consideration, does it just bounce the damage back to the enemy, or does it work in some other way?
Thanks, it's been bugging me ^^;;
Thanks, it's been bugging me ^^;;
I vaugely recall giving Nanami (Konae's Investigations) a CNT rate with her Taunt ability for a while, but, I completely forget what the numbers looked like! Sorry!
My guess about how CNT works is that, if you succeed in counter-attacking, you get a regular attack (ie: whatever Skill #1's damage formula is defined as).
*Edit: I've played around with this a bit, and my guess was pretty much on the nose!
My guess about how CNT works is that, if you succeed in counter-attacking, you get a regular attack (ie: whatever Skill #1's damage formula is defined as).
*Edit: I've played around with this a bit, and my guess was pretty much on the nose!
It replaces the attacker's action with the counterer sending a normal Attack command directly at the target.
if you want to play with how this works, go to Scene_Battle
if you throw apply_item_effects(apply_substitute(target, item), item) right above invoke_counter_attack, you'll make the initial action hit before the counter goes off.
if you want to play with how this works, go to Scene_Battle
#--------------------------------------------------------------------------
# * Invoke Skill/Item
#--------------------------------------------------------------------------
def invoke_item(target, item)
if rand < target.item_cnt(@subject, item)
invoke_counter_attack(target, item)
elsif rand < target.item_mrf(@subject, item)
invoke_magic_reflection(target, item)
else
apply_item_effects(apply_substitute(target, item), item)
end
@subject.last_target_index = target.index
end
if you throw apply_item_effects(apply_substitute(target, item), item) right above invoke_counter_attack, you'll make the initial action hit before the counter goes off.
Thanks for explaining it for me, guys! :DDD
Wow, super cool! That feels a lot more like how something called a "counter" should work; I'm going to give that a try! ^_^
author=Craze
Iif you throw apply_item_effects(apply_substitute(target, item), item) right above invoke_counter_attack, you'll make the initial action hit before the counter goes off.
Wow, super cool! That feels a lot more like how something called a "counter" should work; I'm going to give that a try! ^_^
I always thought counter worked just like magic reflection... Good to know.
Just gonna leave this here: counter spells, response summoning, counter chaining ;P
Just gonna leave this here: counter spells, response summoning, counter chaining ;P
author=Craze
It replaces the attacker's action with the counterer sending a normal Attack command directly at the target.
if you want to play with how this works, go to Scene_Battle
#--------------------------------------------------------------------------
# * Invoke Skill/Item
#--------------------------------------------------------------------------
def invoke_item(target, item)
if rand < target.item_cnt(@subject, item)
invoke_counter_attack(target, item)
elsif rand < target.item_mrf(@subject, item)
invoke_magic_reflection(target, item)
else
apply_item_effects(apply_substitute(target, item), item)
end
@subject.last_target_index = target.index
end
if you throw apply_item_effects(apply_substitute(target, item), item) right above invoke_counter_attack, you'll make the initial action hit before the counter goes off.
...I wish I had known that ages ago.
When I have a minute, I'll look into MV to see if this applies there too.
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