Hurting self; spiked enemies

cloakedranger

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I've been looking all over for a way to do this, but haven't found a viable option yet. All I want is to make a spiked enemy (probably with a state) deal damage to an attacker that uses a physical attack. I've looked at Yanfly's Punishment script (https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-states/lsp-punishment/) but it looks like it uses the attacker's stats rather than the monster's (damage should be based off of the enemy's spikes after all). I use Gambit's poison point effect (http://www.rpgmakervxace.net/topic/15475-gambit-effect-poison-point/) for other stuff, but it doesn't work with flat out damage (and I can't get a state to immediately dish out damage... it waits until the end of a turn). I've also looked at Tsukihime's thorn mail script, but it appears to only work for actors (preferably need this to work for both actors and enemies). I'm hoping there's something simple I've just overlooked, but I've been searching for hours and not having any success... so if someone could point me in the right direction, or even help me alter one of these to work, I'd much appreciate it.
 

optimum45

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I never did find a way to do this myself, but I got around it with a "livable" work around.

I had them 100% counter attack with a 0 damage skill that caused poison or/and a "Bleed" state that I created myself.  It's essentially poison with a different name and a lower rate of HP Decay.   :rock-left:

Perhaps a better mind can give you a better answer.  I hope you get one.   :)
 
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cloakedranger

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I had them 100% counter attack with a 0 damage skill that caused poison or/and a "Bleed" state that I created myself.  It's essentially poison with a different name and a lower rate of HP Decay.   :rock-left:
You may want to look into Gambit's poison point then... it counters with states. My problem is, I'm wanting direct damage from a physical attack. I suppose I could simply try to do a normal counter attack, but I've not been able to get counters to work with Yami's Battle Symphony.
 

Kes

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I use Battle symphony, and also counter attack, which works fine for both actors and enemies.  How have you allocated the rate of counter attack?
 

cloakedranger

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I use Battle symphony, and also counter attack, which works fine for both actors and enemies.  How have you allocated the rate of counter attack?
Well I've been working to find the problem, and it seems the skills themselves weren't doing a counter check... Thankfully, I seem to have fixed it, but it's not quite what I was hoping for since the target likes to move forward when counter-attacking. I'll do it this way if I have to, but is there anyway to disable their movement on counterattack? I tried eliminating the movement tag on the basic attack skill, but it doesn't work.

EDIT: Nevermind, I think I found it... In the script, the sequence is under COUNTER_ACTION. It acts just like the series of tags you'd use for a skill. I'll fiddle around with it and see if I can get it working the way I need. So far it's looking good enough. Thank you both for the assistance :) I knew I was missing something simple xD Just couldn't put my finger on it.
 
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