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 Kingly Kounters
#22
No it doesn't.  Again, your config shown below sets absolutely no chance of any attack.

(06-21-2022, 02:11 AM)DerVVulfman Wrote:   # Actor 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
  #==========  ======  ======  ======
  ACTOR[2]  = [  0,    0]                # Basil delivers melee 0%

  # Enemy Counters
  # ==============
  # Define the enemies 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]  = [  0,    7,      true]    # Ghosts use Fire 0% (never)

and


(06-21-2022, 02:11 AM)DerVVulfman Wrote:       # Skip if there is no chance of counter
    next if chance == 0

      # Skip if counterattack failed
    next if chance < rand(100)
      # Push active battler into array
      target.countertargets.push(@active_battler)
      #
    end 
    #
  end

Again, the system will not push any attack into your victim battler if you have no chance set.
Chance of a counter attack defaults at 0
If a battler (actor or enemy) is not listed, the chance is set to 0
And in your configuration, all your defined battlers have '0' chance of a counter... so still 0
And if 0 chance of attack... no enemy targets will ever be selected for a counter.

Battle Report scripts only affects the "Phase 5" or -end-of-battle phase of a battle system.
And Shop Scripts, including Phylomortis's classic Advanced Shop Script, has nothing to do with battle systems.

So your error message is not possible unless you have something else or had rewritten the basic engine in some way.


Again.... Create a 'new' project.  Nothing in it... Fresh.  Then PASTE a copy of this script in place as you would any.  And make a simple battle event to fight two ghosts.  Use MY config as yours is borked, not allowing any counters to occur.
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Messages In This Thread
Kingly Kounters - by DerVVulfman - 04-06-2022, 10:07 PM
RE: Kingly Kounters - by kingray100 - 04-12-2022, 05:54 PM
RE: Kingly Kounters - by DerVVulfman - 04-12-2022, 09:52 PM
RE: Kingly Kounters - by kingray100 - 04-15-2022, 07:23 AM
RE: Kingly Kounters - by kingray100 - 06-01-2022, 07:09 PM
RE: Kingly Kounters - by DerVVulfman - 06-02-2022, 01:47 AM
RE: Kingly Kounters - by DerVVulfman - 06-14-2022, 02:51 AM
RE: Kingly Kounters - by kingray100 - 06-02-2022, 06:33 PM
RE: Kingly Kounters - by DerVVulfman - 06-03-2022, 02:12 AM
RE: Kingly Kounters - by kingray100 - 06-19-2022, 07:02 AM
RE: Kingly Kounters - by DerVVulfman - 06-19-2022, 01:26 PM
RE: Kingly Kounters - by kingray100 - 06-19-2022, 11:59 PM
RE: Kingly Kounters - by DerVVulfman - 06-20-2022, 01:17 AM
RE: Kingly Kounters - by kingray100 - 06-20-2022, 08:25 PM
RE: Kingly Kounters - by DerVVulfman - 06-20-2022, 09:19 PM
RE: Kingly Kounters - by kingray100 - 06-20-2022, 11:12 PM
RE: Kingly Kounters - by DerVVulfman - 06-21-2022, 02:11 AM
RE: Kingly Kounters - by DerVVulfman - 06-22-2022, 02:09 AM
RE: Kingly Kounters - by kingray100 - 06-21-2022, 05:22 AM
RE: Kingly Kounters - by DerVVulfman - 06-21-2022, 05:29 AM
RE: Kingly Kounters - by kyonides - 06-21-2022, 06:11 AM
RE: Kingly Kounters - by kingray100 - 06-21-2022, 03:50 PM
RE: Kingly Kounters - by kingray100 - 06-22-2022, 06:57 AM
RE: Kingly Kounters - by DerVVulfman - 06-22-2022, 07:33 PM
RE: Kingly Kounters - by kingray100 - 06-23-2022, 06:54 AM
RE: Kingly Kounters - by kyonides - 06-23-2022, 10:04 AM
RE: Kingly Kounters - by DerVVulfman - 06-23-2022, 03:20 PM
RE: Kingly Kounters - by kingray100 - 06-23-2022, 06:20 PM
RE: Kingly Kounters - by DerVVulfman - 06-23-2022, 08:53 PM
RE: Kingly Kounters - by kingray100 - 06-24-2022, 07:05 AM
RE: Kingly Kounters - by DerVVulfman - 06-25-2022, 02:08 AM



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