04-12-2022, 09:52 PM
(This post was last modified: 04-12-2022, 09:54 PM by DerVVulfman.)
First... OOPS. Minor correction in the config. One list is for actors, the other for enemeis. But I didn't change the 'text' to note the second is for enemies. The values are correct... just the text describing them was borked.
As too defining the enemies that perform counter attacks, it's just that you add them to the list within the configuration section: module CounterAttack.
This (now corrected) is the list that depicts the enemies that perform counter attacks. Currently only one enemy is defined, an enemy with the ID of 1: The Ghost.
Regarding [100, 7, true]... let's go down the list shall we?
If I wished to make another enemy like the IMP, I could define it thusly...
Now THIS Imp has different characteristics, they are as follows:
And again, as the instructions imply... if the skill is set to 0, then the attack is a melee attack and not a skill.
Both actors and enemies can be configured this way. And once fonfigured... it's automatic. No on/off switch. The actual strike hitting the enemy (or actor) triggers the counterattack.
As too defining the enemies that perform counter attacks, it's just that you add them to the list within the configuration section: module CounterAttack.
Code:
# Enemy Counters
# ==============
# Define the actors perfoming counter attacks: the chance of a counter,
# the skill ID used (or 0 for melee), and optionally the SP cost.
#
# Chance Skill SPCost
#========== ====== ====== ======
ENEMY[1] = [ 100, 7, true] # Ghosts use Fire 100%
This (now corrected) is the list that depicts the enemies that perform counter attacks. Currently only one enemy is defined, an enemy with the ID of 1: The Ghost.
Regarding [100, 7, true]... let's go down the list shall we?
- The ghost, if struck, will perform a counter attack 100% of the time.
- The ghost, if delivering a counterattack, will use skill #7 (Fire).
- And if using a skill counterattack, WILL use the ghost's SP because it's set to true.
If I wished to make another enemy like the IMP, I could define it thusly...
Code:
#========== ====== ====== ======
ENEMY[7] = [ 50, 33] # Imps use Venom 50% (no SP Loss)
- The Imp, if struck, will perform a counter attack only 50% of the time
- The Imp, if delivering a counter attack, will use skill #33 (Venom).
- And if using a skill counterattack, the use of SP is not defined (true is optional)
And again, as the instructions imply... if the skill is set to 0, then the attack is a melee attack and not a skill.
Both actors and enemies can be configured this way. And once fonfigured... it's automatic. No on/off switch. The actual strike hitting the enemy (or actor) triggers the counterattack.