Parry and attack

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Started by Quork 6 posts View original ↗
  1. I'm not sure whether what I am attempting to do is colliding with the logic of turn-based combat or if I simply have blinders on... I am trying to create a skill of parry and counterattack. It has a noticeably lesser chance of working out than just parrying and deals noticeably less damage than a normal attack. However, how do I do that? Is there any way of making the buffs work on the user while the damage is being dealt onto the selected enemy? I initially hoped buffs would always work on the dealer, but was instead confronted with the enemy getting his DEF buffed up by me using my parry skill...
  2. Could you be a bit more explicit with your description, because what you want to do sounds like it could easily be done within the damage formula box, but you need to spell out what you want to happen.

    How is your parry skill working? It sounds like you want parry, (guard?) counterattack and a buff.  Is that correct?

    When you say less damage, how are you adjusting the counterattack so that it is less than the default?
  3. You'd probably want to use states + Yanfly's Lunatic States, if you want a state that can trigger effects upon getting damaged


    but if you simply want to have a state on the user while damaging the enemy, you can use the damage formula for that
  4. With "less damage" I mean that it has smaller parametres in the formula. The normal sword strike has the damage formula a.atk*1.6 - b.def*.8 while the normal sword strike has a.atk*3.2 - b.def*1.6

    For parrying I use DEF-buffs of one round of duration; I think that is more "realistic" than using states as I do not want the parry (nor any other defensive skill) to be perfect; in other words, even if it is successfull, some damage to the player can happen. Apart from one char they all never had a sword in their hands before, so they don't really know what they do. Let them execute a well-done parry wouldn't fit.

    To be very short:

    I want the player's defense go up (for one round) and the enemy's HP go down at the same time.
  5. The logic is as follows:

    a.add_buff(param_id, turns); damage formula

    For your info the parameter ids are as follows:

    0 = mhp
    1 = mmp
    2 = atk
    3 = def
    4 = mat
    5 = mdf
    6 = agi
    7 = luk

    so your formula would be

    a.add_buff(3, 1); a.atk*1.6 - b.def*.8
  6. Thank you very much!