CounterAttack System, COUNTERSPELL!!! |
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Feb 17 2012, 10:16 AM
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Level 6

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Hi guys! It's me again! After the Alchemy System it's time for the Counterspell System! This is my idea: a hero casts a spell that gives a status. Now, if an enemy targets him with an attack or skill, he will counterattack with another skill (setted before into an hash).
What do you think of it?
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Programming is not only a challenge in the IT world, but it is a challenge against our immagination! Set our feelings free! 3rr3Project I'm working on:  ATTENCTION! The project is in Italian. Project in which I work as a Debugger: 
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Replies
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Feb 17 2012, 12:58 PM
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Level 6

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QUOTE (Jens of Zanicuud @ Feb 17 2012, 09:50 PM)  It seems like an ExDeath / Marth system...
And let us know... one status would parry everything? Or one between skills and regular attacks? Damage would be done to the parrying character? It's kinda vague...
Jens Thank you Jens, I didn't post everything  the status will alter the stats of the target, such as the magic defence or something else, but the damage still remains. Ex-Death? That mighty boss? The adamantine mage that controls the Void? I thought to put him as an easter egg  I didn't think about Marth however
This post has been edited by 3rr3: Feb 17 2012, 12:59 PM
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Programming is not only a challenge in the IT world, but it is a challenge against our immagination! Set our feelings free! 3rr3Project I'm working on:  ATTENCTION! The project is in Italian. Project in which I work as a Debugger: 
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Feb 17 2012, 01:34 PM
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Level 6

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QUOTE (Turkwise @ Feb 17 2012, 10:29 PM)  Well there are a few things to consider here. First of all, you don't want the player using to simply use counter every single turn. There need to be distinct advantages and disadvantages. It should be situational but probably a somewhat regular occurrence.
It's really one of those things you can't just throw in there. It must be carefully planned and crafted, built into the fabric of the gameplay. Otherwise it will be something the player uses every single turn, or just ignores completely. Perhaps you've already got a style of gameplay that invites counter-attack tactics. Then it's just a matter of balancing the counter abilities.
Still, it's a fairly complex challenge to pull off well, especially if one wants to add it to an already established battle system. It's probably easiest to build a system from the ground up with counter-abilities in mind. Well, I've just predicted this stuff, because, if I could use a pg that can counterattack, I'll always use Counter  so the skills would be well balanced. In my project every pg of the party has his own battle system. One will use the Alchemy System, one this system and the third another one that I'll post in the near future (work in progesse)
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Programming is not only a challenge in the IT world, but it is a challenge against our immagination! Set our feelings free! 3rr3Project I'm working on:  ATTENCTION! The project is in Italian. Project in which I work as a Debugger: 
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Feb 18 2012, 05:09 AM
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Level 6

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This is in RPG 2003 right?
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Programming is not only a challenge in the IT world, but it is a challenge against our immagination! Set our feelings free! 3rr3Project I'm working on:  ATTENCTION! The project is in Italian. Project in which I work as a Debugger: 
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Feb 18 2012, 10:46 AM
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Something Other Than Level 16

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Most of my code is designed to be compatible with most engines, provided they have all their stuff (meaning scriptless). I can't really program in XP/VX since most versions are free trial only, and I exhausted the trial period.
Also, I tried this on 2k3 and it doesn't work. (It resets the system alright, but the probability of it happening is too high even with only 10% chance out of 100, and if the enemy is about to cast a spell, it won't stop it even though the switch controlling the spell is now off) Basically, you'd need a script to cause an artificial lag between turns rather than basing on agility. That is, turn it to turn-based rather than speed-based.
This post has been edited by bulmabriefs144: Feb 18 2012, 10:49 AM
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Feb 19 2012, 03:53 AM
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Level 6

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QUOTE (bulmabriefs144 @ Feb 18 2012, 07:46 PM)  Most of my code is designed to be compatible with most engines, provided they have all their stuff (meaning scriptless). I can't really program in XP/VX since most versions are free trial only, and I exhausted the trial period.
Also, I tried this on 2k3 and it doesn't work. (It resets the system alright, but the probability of it happening is too high even with only 10% chance out of 100, and if the enemy is about to cast a spell, it won't stop it even though the switch controlling the spell is now off) Basically, you'd need a script to cause an artificial lag between turns rather than basing on agility. That is, turn it to turn-based rather than speed-based. Without using script it's very very hard to do... Maybe you can use lots of branches common events etc etc but it is still very very long to do...
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Programming is not only a challenge in the IT world, but it is a challenge against our immagination! Set our feelings free! 3rr3Project I'm working on:  ATTENCTION! The project is in Italian. Project in which I work as a Debugger: 
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Feb 24 2012, 12:01 PM
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Level 6

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QUOTE (JinjerJack @ Feb 24 2012, 02:23 PM)  Well, scripting aside, I might have some suggestions on when you could actually use this "counterspell" system.
What if you could have it available for use every turn.
I mean, if you make it so that you can only use it once every [Insert # Here] turns, some people would just not use it at all (at least those who would rather keep their battles simple and not worry about when their Counterspell is available.
You could make a weaker version of it and stick it on someone who's a "sentinel" class, like FFXIII.
It did work wonders; have someone as your tank absorbing damage while you're busy thrashing the enemy.
Just sayin'
Cheers, JJ Yeah I've already thought that this should be a problem but... the difficulty of the game will balance those things  I'm full of joy when I saw my hero being KILLED in a brutal way from monster when they have casted a counterattack...  Thank you anyway  I'll keep it in my mind
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Programming is not only a challenge in the IT world, but it is a challenge against our immagination! Set our feelings free! 3rr3Project I'm working on:  ATTENCTION! The project is in Italian. Project in which I work as a Debugger: 
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Feb 25 2012, 12:12 PM
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Level 6

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QUOTE (bulmabriefs144 @ Feb 24 2012, 11:46 PM)  I like the idea of a Casting status (similar to how it works in Final Fantasy Tactics), where spells can be interrupted. You could have something where If Monster A has Casting status (pretty much require this to cast), and the counter is successful, switch the status to Mute for one turn. And possibly deal damage. I haven't make it possible in this version: attack in my opinion can't be stopped, only... countered  but monsters can use counters
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Programming is not only a challenge in the IT world, but it is a challenge against our immagination! Set our feelings free! 3rr3Project I'm working on:  ATTENCTION! The project is in Italian. Project in which I work as a Debugger: 
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Feb 26 2012, 05:47 AM
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Level 6

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QUOTE (bulmabriefs144 @ Feb 26 2012, 05:08 AM)  Keep trying, there's gotta be some way to stop it. I've tried muting (on myself, see the Alchemy section), and I've tried turning switches ON and OFF with attacks (doesn't work, but it does stall things a bit by sorta resetting the switch. I've had monsters cast before it resets though). Making a targetting script or something could help you mute the monster rather than yourself. No, you haven't understood sorry  With counter attack you cannot stop monsters attack
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Programming is not only a challenge in the IT world, but it is a challenge against our immagination! Set our feelings free! 3rr3Project I'm working on:  ATTENCTION! The project is in Italian. Project in which I work as a Debugger: 
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Feb 26 2012, 05:53 AM
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Level 6

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Sorry I have misunterstood  Yes, I know how to stop it  In the script, just say that, after preform the attack, erase the status Counter
__________________________
Programming is not only a challenge in the IT world, but it is a challenge against our immagination! Set our feelings free! 3rr3Project I'm working on:  ATTENCTION! The project is in Italian. Project in which I work as a Debugger: 
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Mar 22 2012, 12:19 AM
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Ok yes I like all comment ^^"
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May 7 2012, 04:48 AM
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Level 6

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QUOTE (kuro1 @ Mar 22 2012, 10:19 AM)  Ok yes I like all comment ^^" What kond of comment?
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Programming is not only a challenge in the IT world, but it is a challenge against our immagination! Set our feelings free! 3rr3Project I'm working on:  ATTENCTION! The project is in Italian. Project in which I work as a Debugger: 
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