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- Aug 4, 2012
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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 responsive attack.
First Strikes will occur when a target has a firstStrike against a specified attackType. AttackTypes can be set on Actors, Enemies, Classes, States, Weapons, Armors, and Items by using the <attackTypes> tag. Comma-separate each type. For example:
AttackTypes are combined across all categories, so if a Battler has a weapon with a piercing attackType, a state with a magical attackType, and armor with a bashing attackType, then the Battler has the attackTypes piercing, magical, and bashing.
FirstStrike can be indicated with a <firstStrike> tag, followed by a comma-separated list of every type that Battler, Class, Weapon, Armor, or State will have First Strike against, as well as the skill ID of the skill that should be used to strike back. Skill IDs should always be the last item in the list. For example:
That would indicate that if the target is attacked by a subject with an attackType of charging, they will have First Strike using skill 1 (Attack by default).
You can set an Actor, Class, Weapon, Armor, State, or Enemy to have First Strike against all attackers, regardless of attackTypes, with the option "all". For example:
First Strike is not cumulative and instead takes a priority approach. Battlers will use the first First Strike category and skill ID according to the following list:
Enemies
1. States
2. Enemy Notetag
Actors
1. Weapons
2. Armors
3. States
4. Actor Notetag
5. Class Notetag
For example, if an Enemy has attackTypes piercing and charging, and an Actor is wearing a Weapon with <firstStrike: bashing, charging, 1> and an Armor with <firstStrike: piercing, 9>, then they will perform a First Strike with skill ID 1 because the Weapon is the highest priority that matches one of the Enemy's attackTypes.
If the Actor instead had a Weapon with <firstStrike: bashing, 1> and an Armor with <firstStrike: charging, 9>, then they will perform a First Strike with skill ID 9 because their Armor is the highest-priority item that matches one of the attacker's attackTypes.
First Strikes consume resources when using skills, so MP and TP is expended when using First Strike. If a Battler cannot afford to pay for the cost of their First Strike skill, they will default to using their basic attack.
This Plugin should be compatible with YEP_BattleEngineCore and YEP_X_ActSeqPack2. Any other Plugins have not been tested.
Terms of Use
This Plugin is available for commercial and non-commercial use, as long as credit is given to the author listed in the @ author section of the Plugin. Credit must be listed in-game, as well as in any additional credits documentation provided with the game.
This Plugin may be modified in any way by any author, most notably for compatibility fixes with specific projects or other Plugins, as long as credit is provided to the original author and to whichever author made said modifications, according to the above-stated rules.
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 responsive attack.
First Strikes will occur when a target has a firstStrike against a specified attackType. AttackTypes can be set on Actors, Enemies, Classes, States, Weapons, Armors, and Items by using the <attackTypes> tag. Comma-separate each type. For example:
Code:
<attackTypes: piercing, charging>
FirstStrike can be indicated with a <firstStrike> tag, followed by a comma-separated list of every type that Battler, Class, Weapon, Armor, or State will have First Strike against, as well as the skill ID of the skill that should be used to strike back. Skill IDs should always be the last item in the list. For example:
Code:
<firstStrike: charging, 1>
You can set an Actor, Class, Weapon, Armor, State, or Enemy to have First Strike against all attackers, regardless of attackTypes, with the option "all". For example:
Code:
<firstStrike: all, 1>
Enemies
1. States
2. Enemy Notetag
Actors
1. Weapons
2. Armors
3. States
4. Actor Notetag
5. Class Notetag
For example, if an Enemy has attackTypes piercing and charging, and an Actor is wearing a Weapon with <firstStrike: bashing, charging, 1> and an Armor with <firstStrike: piercing, 9>, then they will perform a First Strike with skill ID 1 because the Weapon is the highest priority that matches one of the Enemy's attackTypes.
If the Actor instead had a Weapon with <firstStrike: bashing, 1> and an Armor with <firstStrike: charging, 9>, then they will perform a First Strike with skill ID 9 because their Armor is the highest-priority item that matches one of the attacker's attackTypes.
First Strikes consume resources when using skills, so MP and TP is expended when using First Strike. If a Battler cannot afford to pay for the cost of their First Strike skill, they will default to using their basic attack.
This Plugin should be compatible with YEP_BattleEngineCore and YEP_X_ActSeqPack2. Any other Plugins have not been tested.
In this setup, Harold will use Fire as a First Strike against any enemies with an attackType of flying or bashing. The bat will use its basic Attack as a First Strike against any enemies with an attackType of Harold.
Harold has an attackType of Harold and the bat has an attackType of flying. The bat first casts Fire, but Harold performs his First Strike of casting Fire in response before subsequently taking the bat's Fire damage. Then Harold attacks, but the bat has First Strike against him and uses its basic attack first, killing Harold - preventing the bat from taking any damage.
Harold has an attackType of Harold and the bat has an attackType of flying. The bat first casts Fire, but Harold performs his First Strike of casting Fire in response before subsequently taking the bat's Fire damage. Then Harold attacks, but the bat has First Strike against him and uses its basic attack first, killing Harold - preventing the bat from taking any damage.
Terms of Use
This Plugin is available for commercial and non-commercial use, as long as credit is given to the author listed in the @ author section of the Plugin. Credit must be listed in-game, as well as in any additional credits documentation provided with the game.
This Plugin may be modified in any way by any author, most notably for compatibility fixes with specific projects or other Plugins, as long as credit is provided to the original author and to whichever author made said modifications, according to the above-stated rules.
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