3rr3
Feb 17 2012, 10:16 AM
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?
Jens of Zanicuud
Feb 17 2012, 12:50 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
3rr3
Feb 17 2012, 12:58 PM
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
Turkwise
Feb 17 2012, 01:29 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.
3rr3
Feb 17 2012, 01:34 PM
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)
bulmabriefs144
Feb 17 2012, 09:41 PM
How I'd do this...
The spells in the enemy repertoire all have a precondition of Casting ON (or a casting status on the enemy if your engine allows it). Have a skill called Prepare that turns Casting ON, and have all spells turn Casting OFF. Now make an event on the monster party section that if Casting is ON (or status effect Casting), and main Counterspell expert is in the party, roll a random number. If it's greater than a certain amount (say 15 out of 20), ask if you want to Counterspell. The character casts some flashy spell, which basically turns OFF Casting.
3rr3
Feb 18 2012, 05:09 AM
This is in RPG 2003 right?
bulmabriefs144
Feb 18 2012, 10:46 AM
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.
3rr3
Feb 19 2012, 03:53 AM
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...
JinjerJack
Feb 24 2012, 05:23 AM
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
3rr3
Feb 24 2012, 12:01 PM
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
bulmabriefs144
Feb 24 2012, 02:46 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.
3rr3
Feb 25 2012, 12:12 PM
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
bulmabriefs144
Feb 25 2012, 08:08 PM
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.
3rr3
Feb 26 2012, 05:47 AM
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
3rr3
Feb 26 2012, 05:53 AM
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
BannedBot 006
Mar 22 2012, 12:19 AM
Ok yes I like all comment ^^"
3rr3
May 7 2012, 04:48 AM
QUOTE (kuro1 @ Mar 22 2012, 10:19 AM)

Ok yes I like all comment ^^"
What kond of comment?
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