Uncounterable Weapons v1.02
Trilobytes
Introduction
This plugin allows you to specify weapon types, actors, classes and enemies that will not be subject to counterattacks regardless of the CNT of the target, which allows you to remove the counter on types where it makes no sense, such as bows...
In AlphaDreams' Mario & Luigi games, the player is able to dodge and counter attack via button prompts,
When an enemy attacks directly, you jump to avoid and on to them as well
When an enemy attacks using projectiles, you can deflect them using your weapons
I've stated the plugins I'm using...
Got plans for a character who uses a Substitute state to cover allies and then Counterattacks that substituted hit. The way MV handles Substitution by default doesn't give that option though and instead applies the damage directly to the Substitute character without giving them a chance to...
Hey all, first post here. Please let me know if this post needs to be elsewhere, or there's info missing. Thanks!
I'm trying to make a mage spell that applies a state on the user similar to the Fire Armor from World of Warcraft, making enemies who use melee attacks take fire damage upon hitting...
Hello,
I was able to change the skill used when countering a physical move by adding "this._action.setSkill(x);" at the .invokeCounterAttack function in Yanfly's Battle Engine Core script.
Question is, I have no idea of how to actually set the damage of the attack chosen as the counter...
Github Link
First Strike is a counterattack that happens before the original subject's attack is performed. If the subject is still alive after taking First Strike damage, then their attack continues as normal. Regular counterattacks will still occur as normal - First Strike is its own...
I have installed Vlue's Combo script, but as I am at a very early stage of planning, no combo skills exist yet.
However, even so, under certain conditions I get this error message.
line 154 is if SceneManager.scene.is_a?(Scene_Battle) and user.current_action.combo
I assume this means that...
Specifically, the section I want to change is this, line 591 to 600 in Scene_Battle:
#--------------------------------------------------------------------------
# * Invoke Skill/Item
#--------------------------------------------------------------------------
def invoke_item(target, item)...
Okay, I'm not sure if this is the proper place to ask this, but I'm doing it in RMMV, so I figured it might be the best place.
Without going into too many details, I have a skill that can be "leveled up" to give either more attacks or a higher rate of counter attack. I have versions of this...
I want to ask enemy's counter attack animation setting when mini side-view battle.
default setting enemy's counter attack is 'skill -> attack(id 001)' in database.
For example, Armed with a sword enemy and Armed with a lance enemy are all the same animation when counter attack.
I want to...
Why
I have been trying to find something that add new levels of complexity to combat. I don't know why, but I thought it would serve some purpose to add increased reactive abilities, like expanding on evade and counter attack. I was able to find Fomar0153's Counter Attack Skills...
Yami's Battle symphony can be found here
I have a character who has a 50% chance of counter attacking when hit. He also gets a sword with a 40% chance of stunning. When he counter attacks, and the stun also kicks in, there is a chance, but not a certainty, that the following error message...
Through the damage formula I have ensured that all skills will deal at least 1HP damage, so that they do not give NULL damage on a stronger/better defended enemy. However, there is no damage formula for the state of counter attack, so I was wondering if there was something in the default...
Since RPG maker doesn't really give much detail just the chance rate of it happening, how does it calculate counter attacks and magic reflection attacks from the enemy? Regardless of the spell ability upon play testing; I've seen a counter attack and/or magic reflection completely one shot my...
Since I haven't seen a thread about this yet, I want to know is is possible to have it so that a player/monster can counter an attack before the damage is dealt? To make it easier to understand, I have a monster attack the player, now the turn before the player used a skill so that they would...
RE4make almost had me with their demo until I got to the dog stuck in a bear trap and realized that he was dead and could no longer be saved. Just not the kind of reimagining I'm interested in.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.