How does a counter miss?! *sigh*

Traveling Bard

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So I've been experimenting with the battle system for the Halloween game I'm making. It's low numbers, a la Dragon Quest/Warrior. I have been fixing numerous bugs that come up with using low numbers in rpg maker vx ace and then I came upon a quite unusual one...

One of the characters in the party uses an ability called Slippery which gives him 50% Counter Rate and 100% Evasion for three turns with the drawback that he cannot act during those three turns. Now, the Rat that my character is fighting uses an ability called Knaw that attacks three times for low damage.

Battle:

Mab becomes Slippery.

Rat uses Knaw

Mab evades.

Mab causes the rat to slip and eat it!

Rat is dealt 6 damage.

Mab causes the rat to slip and eat it!

Miss! Rat takes no damage. <-----WHAT?!!

Ok, so what I would LOVE to happen is to have the Rat use Knaw and Mab either evades or counters the first attempt resulting in failure of the rest of the hits. (Though I understand that sometimes you can't get everything that you want...lol) But what I really want at the very least is to make sure that when someone counters a physical attack that the damage dealt cannot be evaded or miss. Any ideas? Thanks in advance!

edit: Here's an idea. How about I edit Scene_Battle at line 614?

attack_skill = $data_skills[target.attack_skill_id]

Except I don't know the right syntax...lol I was thinking about hardcoding it so that everyone uses skill 020 which is a copy of attack 001 except that it is a certain hit instead of a physical hit. Will this work and if so what is the correct way to write this line so that it references skill 020?

edit again: So I managed to accomplish what I would LOVE to happen via states, common events, and conditional branches. Minor victory for the little guy ;) still wish I could make countering a certain hit though.
 
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aruan588

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I think maybe it's sort of like if when you're playing something like Super Smash Bros. Brawl. When you hit someone using counter, there's always that chance of being able to dodge away from it before it hits you.
 

kerbonklin

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 still wish I could make countering a certain hit though.
I think tsukihime has a counter-script that allows actors/enemies to respond to certain conditions with certain skill uses.

Like for example, a state that when hit with a fire attack, you will counter by using a specific fire skill. (vice versa for enemies)
 
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Traveling Bard

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The only issue with tsukihime's counter skills script is that you have to actually HAVE the skill in your character's skills. So having a counter that doesn't miss just isn't in the cards. I ended up just rewriting the miss text for enemies and characters to be alittle more neutral. I had it read "Rat shifts at the last second and takes no damage!" boom. You can close, I guess :)
 

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