Issues with counterattack state

JAD94

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Hey everyone I had a quick concern about the counterattack state. So I noticed, when someone (actor/battler) has the counterattack state active on them, the only moves that get countered are the basic attacks. Is there a way to set it so that  all physical attacks get countered? Or perhaps if there is some script out there that allows the user to use notetags to identify with skills are counterable? Thank you :)
 

MHRob

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I was looking for something similar not too long ago. Google search eventually led me to one of Tsukihime's scripts: Battle reactions. I highly suggest you take a look at that. It may be just what you're looking for.
 

Rinobi

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Actually...

#-------------------------------------------------------------------------- # * Calculate Counterattack Rate for Skill/Item #-------------------------------------------------------------------------- def item_cnt(user, item) return 0 unless item.physical? # Hit type is not physical return 0 unless opposite?(user) # No counterattack on allies return cnt # Return counterattack rate endIf you just set the Hit Type (not Element) to "Physical Attack", it can be countered. I'm willing to bet yours is set to "Certain Hit".
 
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JAD94

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Yes this will do perfectly! Thank you so much @MHRob!
 

JAD94

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Actually...

#-------------------------------------------------------------------------- # * Calculate Counterattack Rate for Skill/Item #-------------------------------------------------------------------------- def item_cnt(user, item) return 0 unless item.physical? # Hit type is not physical return 0 unless opposite?(user) # No counterattack on allies return cnt # Return counterattack rate endIf you just set the Hit Type (not Element) to "Physical Attack", it can be countered. I'm willing to bet yours is set to "Certain Hit".
Is this something I have to plug in or is it already in the system? The attacks that I want to be countered are set as Physical Attacks but still do not get countered nor negated :/
 

Rinobi

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lol Sorry, I just happened to be looking through the code at the time. I mean go to the Skills tab in your database and set the Hit Type of the skills you want to be countered to Physical Attack. That code is there by default.
 
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JAD94

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All the skills that I want to be countered are set to physical but they still do not get countered. The only attack that gets countered is the default attack. Also, if one of my party members (without holding weapon) attacks a countering foe, the attack gets countered. But if that party member is holding a weapon, their attacks wont be countered. So its two issues
 

Rinobi

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As long as the Hit Type is set to Physical Attack, the skill should be eligible for counter attacks... at least by default.

Hmm. Can I see a screenshot of one of your skills that should be countered? Maybe a screeny of the weapon in question as well...

Also, are you using any scripts that affect the battle system or equipment in any way?
 
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JAD94

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Here's the skill:

pic 1.png

And here's the weapon:

pic 2.png

I'm using battle engine symphony and yanfly's battle engine
 

Rinobi

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I haven't used Battle Engine Symphony, so I'll have to read through it. This is just an attempt to narrow things down...

Try removing all the text within the skill's notebox (copy it somewhere safe) and test the skill again to see if it gets countered.
 

JAD94

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Hmmm, ok I deleted all the text from the notes section and now it counters. So its definitely something to do with battle engine symphony and how the notetags work
 

Rinobi

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I'm guessing you just need to notetag it as a physical type skill.

#========================================================================== # Default Physical Actions # ------------------------------------------------------------------------- # These are the default physical actions for all Physical Skills as well as # Normal Attack. Battlers will play these actions when use a Physical # Skill unless You customize it with Symphony Tags. #========================================================================== PHYSICAL_SETUP =[ ["MESSAGE"], ["MOVE USER", ["FORWARD", "WAIT"]], ] # Do not remove this. PHYSICAL_WHOLE =[ ] # Do not remove this. PHYSICAL_TARGET =[ ["IMMORTAL", ["TARGETS", "TRUE"]], ["POSE", ["USER", "FORWARD"]], ["STANCE", ["USER", "FORWARD"]], ["MOVE USER", ["TARGET", "BODY", "WAIT"]], ["AUTO SYMPHONY", ["SINGLE SWING"]], ["AUTO SYMPHONY", ["SKILL FULL", "unless attack"]], ["AUTO SYMPHONY", ["ATTACK FULL", "if attack"]], ] # Do not remove this. PHYSICAL_FOLLOW =[ ["WAIT FOR MOVE"], ] # Do not remove this. PHYSICAL_FINISH =[ ["IMMORTAL", ["TARGETS", "FALSE"]], ["ICON DELETE", ["USER", "WEAPON"]], ["AUTO SYMPHONY", ["RETURN ORIGIN"]], ["WAIT FOR MOVE"], ["WAIT", ["12", "SKIP"]], ] # Do not remove this.That's the default which runs when there's no notetags on a physical skill. That explains why counter attack worked. I can't test this, but try using "Physical_Target" in place of "<target action>". I don't know what the proper syntax would be within the notetag, but I'm pretty sure your current notetag isn't treating the skill in question as a Physical Attack.
 
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JAD94

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It was a good suggestion but the target action is needed in order for the battler to perform the actions you want it to. When I replaced it with Physical Target, all of the actions in the notes were not executed. But at least we found the root cause, it is in fact something to do with the note section. 

EDIT;

OK! I figured it out. Theres a section in the note section where you label the skill to damage the foe or give as effect (heal, stat changes) etc. I had to add a seperate line that checks if the opposing character is in counter mode. :)  Thank you again for all your help I really appreciate it! 
 
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Rinobi

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No problem, glad you got it working.
 

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