Counter After Hit

Tsukihime

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By default, when a target successfully counterattacks, they would automatically evade the attacker's action, and then respond with a normal attack.

This plugin changes it so that the target does not evade automatically, and will perform the counter attack afterwards.
 
More information and downloads are available at HimeWorks
 
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Rexxon

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This is a nice plug-in, thank you so much.

A question. Since this alters the properties of a counter attack to hit AFTER the initial attack, is there still a way to have it intercept for specific states and/or attacks?

Thank you for your time.
 

Tsukihime

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This is a nice plug-in, thank you so much.


A question. Since this alters the properties of a counter attack to hit AFTER the initial attack, is there still a way to have it intercept for specific states and/or attacks?


Thank you for your time.
The plugin works like this: if target can counterattack, the enemy will finish their attack, and then the target willcounter attack, if possible (eg: not dead, didn't have MP drained away, no disable states added, etc)


What do you mean by "intercept for specific states and/or attacks"?
 
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Silenity

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Siul

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Would you make something like you already had for VXA about counter skills? I don't remember clearly but it was a script that you can counter some kind of skills with other skills, not just autoattacking. It would be such an awesome improvement.
 

omen613

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Would you make something like you already had for VXA about counter skills? I don't remember clearly but it was a script that you can counter some kind of skills with other skills, not just autoattacking. It would be such an awesome improvement.
Your referring to Tsukihime's Battle Reactions Script for VXA. Which is an amazing script! Porting those features over to this plugin would be very exciting.
 

Tsukihime

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Would you make something like you already had for VXA about counter skills? I don't remember clearly but it was a script that you can counter some kind of skills with other skills, not just autoattacking. It would be such an awesome improvement.
Your referring to Tsukihime's Battle Reactions Script for VXA. Which is an amazing script! Porting those features over to this plugin would be very exciting.
I also had a script in Ace called "Counter skills" which allowed you to designate which skill to use as counter attack.


It's different from battle reactions since reactions would fire off whenever they're hit by something specific, but counter-attack specifically relies on the "counter attack" mechanics.


I will start with a custom counterattack skill, and then explore how reactions would be implemented.
 

Ghost of Christmas Kloe

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I love the script but I'm curious, is "Too close!" a hint to a future actor positioning plugin!?
 

Tsukihime

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I love the script but I'm curious, is "Too close!" a hint to a future actor positioning plugin!?
I won't spoil too much since it's still WIP but 0:53




Also note the counter mechanic that the enemy has.
 
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Ghost of Christmas Kloe

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I won't spoil too much since it's still WIP but 0:53

Also note the counter mechanic that the enemy has.
Hmm... seems cool, maybe a Yanfly Action Sequence sort of plugin, or extra sv sprites on the animation sheet, or something like that? Hmm... "Its not elementary Watson!!"  :unsure:
 

Tsukihime

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Hmm... seems cool, maybe a Yanfly Action Sequence sort of plugin, or extra sv sprites on the animation sheet, or something like that? Hmm... "Its not elementary Watson!!"  :unsure:
lol it's not as complex as those. It's just the enemy moving towards you.
 
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Ghost of Christmas Kloe

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lol it's not as complex as those. It's just the enemy moving towards you.
YES! Sorry, I thought it was the player I was meant to focus on, not the enemy  >_>

Anyway, that seems really cool! Although doesn't the enemy already move forward... hmm... OH! Maybe its custom moving foward animation like dissapear then re-appear or jump forward or fly forward?
 

Tsukihime

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YES! Sorry, I thought it was the player I was meant to focus on, not the enemy  >_>


Anyway, that seems really cool! Although doesn't the enemy already move forward... hmm... OH! Maybe its custom moving foward animation like dissapear then re-appear or jump forward or fly forward?
Just watch the video lol the enemy moves towards you. That's it.
 

Ghost of Christmas Kloe

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Just watch the video lol the enemy moves towards you. That's it.
And into the background and stuff!!  :o

It must be like Hime Enemy Movement or something!! That would work GREAT with your animated background plugin ince you could jump between platforms and stuff and get the enemy too as well!!  :rock-left: :D :rock-right:
 

Cinnamon

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THANK YOU THANK YOU THANK YOU THANK YOU

It works!!! No more invisible damage pop-ups.
 

Rexxon

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The plugin works like this: if target can counterattack, the enemy will finish their attack, and then the target willcounter attack, if possible (eg: not dead, didn't have MP drained away, no disable states added, etc)

What do you mean by "intercept for specific states and/or attacks"?
Well, you had mentioned the previous action for a counterattack was to negate the incoming attack and then counter.

If this plug-in stops this, is there still a way to have the old effect as well as the new one?

Thank you for your time.
 

Tsukihime

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Well, you had mentioned the previous action for a counterattack was to negate the incoming attack and then counter.


If this plug-in stops this, is there still a way to have the old effect as well as the new one?


Thank you for your time.
Oh. Hmm, I guess it would be possible. I'm not sure what would be the best way to implement it though.
 

Silenity

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Sweet! This works great on a new project. However, it seems to display the counterattack immediately with Yanfly's battle engine. So it looks like they attack at the same time.

I was wondering if there's a workaround to this or is it a compatibility issue? ;l
 

Fox536

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I'd be interested in this too if you could still evade and counter attack as well. It'd be awesome.
 

Tsukihime

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You have a chance to evade to attack before counter-attacking.


This plugin just makes it so that you don't automatically cancel the attack.
 
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