07-05-2014, 04:39 AM
The problem with a conditional branch is that you typically have no way to determine if an enemy had attacked the hero. Or not without some scripting help as we both had mentioned...
However, you are using ATOA's system. Is your edit able to use his counter attack system? If so, maybe something can be altered to look like this if you were interested...
Setting actor 17 to counter attack if ... any attack... user #1 ... ... return with a healing skill ... or ...
or
Setting actor 17 to counter attack if ... any attack... user #1 ... ... return with turning Switch 15 on.
That doesn't mean that the 'user.id(1)' in this code will work., nor do I have anything that checks for any particular troop ID (if desired), That may take some more time. I never really used Atoa's system,
Does this sound fairly satisfactory?
However, you are using ATOA's system. Is your edit able to use his counter attack system? If so, maybe something can be altered to look like this if you were interested...
Setting actor 17 to counter attack if ... any attack... user #1 ... ... return with a healing skill ... or ...
Code:
Counter_Setting['Actor'][17] = { {'type' => 4 'condition' => 'user.id(1)'} =>{'type' => 1, 'id' => 1, 'cost' => true} }
or
Setting actor 17 to counter attack if ... any attack... user #1 ... ... return with turning Switch 15 on.
Code:
Counter_Setting['Actor'][17] = { {'type' => 4 'condition' => 'user.id(1)'} =>{ $game_switches[15] = true } }
That doesn't mean that the 'user.id(1)' in this code will work., nor do I have anything that checks for any particular troop ID (if desired), That may take some more time. I never really used Atoa's system,
Does this sound fairly satisfactory?