Problems with counteraatack addon of Atoa Custom Battle System
#4
I have the demo. I inserted the ATB addon (not the CTB addon) above the counter attack script, and then set up 'ALL' my actors to perform a simple general attack if they were themselves attacked. Each one had:
Code:
{'type' => 4 } => {'type' => 0}
in their case. I deleted everything else as I didn't want any counter attack except that one. And I got nothing.

I then swapped the ATB addon with the CTB. Hey, you can't use both at the same time. And with the same luck.... none.

I did some testing, and found the set_counter_condition method that detects who the attacker and defender are, and confirmed that it is passing the data, but the freakin counter attack isn't HAPPENING!!!!

You want a reaction if actor #17 is attacked by an enemy, right? Fine. I wrote an end run around. Paste THIS below the counterattack script. Just remember that the counter attack script needs either the ATB or CTB addon too.

Code:
# COUNTER ATTACK ADDENDUM

#  This system merely uses Atoa's counter attack system for the purposes of
#  turning on a switch which can be used to trigger an event, be it a battle
#  event or map event.

#
  DEFENDING_ACTOR     = 17   # This is your chosen actor (You'll prolly use 17)
  DEFENDING_STATE     = 91  # If the actor has to be status inflicted (else nil)
  
  ENEMY_INDEX         = nil #2   # Know the index of the enemy? If not, set to nil
  AGGRESSIVE_ENEMY_ID = nil #1   # Want to go by an ID Enemy Database ID?
  
  COUNTER_SWITCH_ID   = 15  # This sets what RMXP switch is turned on for your
                            # responce

                            
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
#  Refer to "$game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias counter_attack_addon_initialize initialize
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :battle_enemy_index       # Index of current enemy in battle
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # The original call
    counter_attack_addon_initialize
    @battle_enemy_index = 0  
  end
end



#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
#  This class deals with battlers. It's used as a superclass for the Game_Actor
#  and Game_Enemy classes.
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias counter_attack_addon_set_counter_condition set_counter_condition
  #--------------------------------------------------------------------------
  # * Set counter condition
  #     user    : user
  #     damage  : damage
  #     skill   : skill
  #--------------------------------------------------------------------------      
  def set_counter_condition(user, damage, skill = nil)
    if self.actor?
      if self.id == DEFENDING_ACTOR
        if user.is_a?(Game_Enemy)
          flag_0 = false
          flag_0 = self if user.states.include?(DEFENDING_STATE)
          flag_0 = true if DEFENDING_STATE.nil?
          flag_1 = false
          flag_1 = true if user.id == AGGRESSIVE_ENEMY_ID
          flag_1 = true if AGGRESSIVE_ENEMY_ID.nil?
          flag_2 = false
          flag_2 = true if $game_temp.battle_enemy_index == ENEMY_INDEX
          flag_2 = true if ENEMY_INDEX.nil?          
          # If all conditions are met
          if (flag_0 && flag_1 && flag_2)
            $game_switches[COUNTER_SWITCH_ID] = true
            return
          end
        end
      end
    end
    # The original call
    counter_attack_addon_set_counter_condition(user, damage, skill)
  end
end

I set the actor to be tested as actor #17, he requires to be inflicted by state #91, and I 'nil'ed out the enemy data, so any enemy attacking him will turn on an RPGMaker switch. That switch, I defined as switch #15.

These are editable at the top of the script.

You wanted a conditional branch to occur if an actor was attacked? There you go.

Just be sure to reset the switch when needed.
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Messages In This Thread
RE: Problems with counteraatack addon of Atoa Custom Battle System - by DerVVulfman - 07-07-2014, 03:40 AM

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