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DoubleX RMVXA Counterattack Edit v1.05b
by DoubleX
Compatibility Fix
DoubleX RMVXA Counterattack Compatibility Fix
Introduction
In the default setting, the counterattack skill's id is always 1(Attack). This is hardcoded(can only be modified by scripts).
With this script, it can be altered but its scope is set to a single target and its repeat is set to 1(which are intended).
(v1.01a+)Allows users to set whether magic evasion invokes counterattack
(v1.02a+)Allows users to set whether counterattack messages will be shown
(v1.03a+)Allows users to set whether counterattack negates hits
(v1.04a+)Allows users to set actor's counterattack skill needs to be learnt
(v1.05a+)Allows users to keep counterattack skill's animation, scope or times
(It's just the user edition region of this script. The attachment at the bottom is the complete script)
#------------------------------------------------------------------------------|# * (v1.01a+)Notetag <mev invoke cnt> for actors, classes, equips, enemies and|# states: |# To set a battler having chance based on his/her/its CNT to invoke |# counterattack upon successful magic evasion, put the above notetag into |# the related actor's, class's, equip's, enemy's or state's notebox in the |# database. |#------------------------------------------------------------------------------|# * Notetag <counterattack skill: x> for actors(1), classes(2), equips(3), |# enemies(1) and states(4)
the larger the number, the higher the priority) |# To alter a battler's counterattack skill's id to x, put the above notetag |# into the related actor's, class's, equip's, enemy's or state's notebox in |# the database. |#------------------------------------------------------------------------------|#==============================================================================|# ** You only need to edit this part as it's about what this script does |#------------------------------------------------------------------------------|module DoubleX_RMVXA module Counterattack_Edit#------------------------------------------------------------------------------|# * (v1.05a+)Keep_Ani, default = false |# If Keep_Ani is true, the counterattack skill's animations will be played |# when the counterattack's invoked |#------------------------------------------------------------------------------| Keep_Ani = false#------------------------------------------------------------------------------|# * (v1.05a+)Keep_Scope, default = false |# If Keep_Scope is true, the counterattack skill's scope will stay intact, |# otherwise it'll only target the one attacked that battler |#------------------------------------------------------------------------------| Keep_Scope = false#------------------------------------------------------------------------------|# * (v1.05a+)Keep_Times, default = false |# If Keep_Scope is true, the counterattack skill's repeats will stay intact,|# otherwise it'll be 1 |#------------------------------------------------------------------------------| Keep_Times = false#------------------------------------------------------------------------------|# * (v1.04a+)Actor_Learn_Counterattack_Skill, default = false |# If Actor_Learn_Counterattack_Skill is true and an actor hasn't learnt the |# counterattack skill, Default_Counterattack will be that actor's skill |#------------------------------------------------------------------------------| Actor_Learn_Counterattack_Skill = false#------------------------------------------------------------------------------|# * (v1.03a+)CNT_Negate_Hit, default = true |# Normal physical hit and damage determinations will take place before that |# of CNT if CNT_Negate_Hit is false |#------------------------------------------------------------------------------| CNT_Negate_Hit = true#------------------------------------------------------------------------------|# * (v1.02a+)COUNTERATTACK_MESSAGE, default = true |# Counterattack messages won't be shown if COUNTERATTACK_MESSAGE is false |#------------------------------------------------------------------------------| COUNTERATTACK_MESSAGE = true#------------------------------------------------------------------------------|# * (v1.01a+)MEV_Invoke_CNT, default = false |# Successful magic evasion invokes counterattack with chance based on CNT if|# MEV_Invoke_CNT is true, even when <mev invoke cnt> notetags are absent |#------------------------------------------------------------------------------| MEV_Invoke_CNT = false#------------------------------------------------------------------------------|# * Default_Counterattack, default = 1 |# The counterattack skill of a battler will be the one's id equal to |# Default_Counterattack if he/she/it doesn't have any notetag |#------------------------------------------------------------------------------| Default_Counterattack = 1 end # Counterattack_Editend # DoubleX_RMVXA#==============================================================================|
#------------------------------------------------------------------------------|# * (v1.01a+)Notetag <mev invoke cnt> for actors, classes, equips, enemies and|# states: |# To set a battler having chance based on his/her/its CNT to invoke |# counterattack upon successful magic evasion, put the above notetag into |# the related actor's, class's, equip's, enemy's or state's notebox in the |# database. |#------------------------------------------------------------------------------|# * Notetag <counterattack skill: x> for actors(1), classes(2), equips(3), |# enemies(1) and states(4)
Use of notetags(requires knowledge of notetag usage) to alter battlers' counterattack skills' id via notetags in the related actors', classes', equips', enemies' or states ' notebox
A way to set all counterattack skill id without using notetags(but they still take precedence over this)
v1.01a+:
Use of notetags(requires knowledge of notetag usage) to set battlers having chance based on their CNT to invoke counterattack upon successful magic evasion in the related actors', classes', equips', enemies' or states ' notebox
A way to set all battlers having such chance without using notetags(but they still take precedence over this)
How to use
Open the script editor and put this script into an open slot between Materials and Main. Save to take effect.
FAQ
None
Credit and Thanks
DoubleX(Giving me credit is completely optional)
No terms of use other than not claiming this script as created by anyone except DoubleX or his alias
Compatibility
Scripts rewriting Vocab CounterAttack or aliasing or rewriting method:
- item_apply under class Game_Battler
- display_counter under class Window_BattleLog
- apply_item_effects and invoke_counter_attack under class Scene_Battle
may have compatibility issues with this script
Place this script above those aliasing this method if possible
Changelog
v1.05b(GMT 0800 4-7-2015):
- Fixed class notetags not working bug
- In sync with the latest DoubleX RMVXA Substitute Edit version
- Improved this script's readibility
v1.05a(GMT 0200 5-7-2014):
- Allows users to keep counterattack skill's animations, scopes and times
- Compatible with DoubleX RMVXA Substitute Edit
v1.04a(GMT 2300 1-4-2014):
- Allows users to set actor's counterattack skill needs to be learnt
v1.03a(GMT 0900 18-3-2014):
- Allows users to set whether counterattack negates hits
v1.02a(GMT 0000 14-2-2014):
- Allows users to set whether counterattack messages will be shown
v1.01b (GMT 0900 16-1-2014):
- Fixed a & b bug in damage formula of counterattack skills
v1.01a (GMT 1000 15-1-2014):
- Allows users to set whether magic evasion invokes counterattack
v1.00a (GMT 0400 5-1-2014):
- 1st version of this script finished
(DoubleX)Counterattack Edit v1.05b.rar
Attachments
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