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SRPG Studio Question: What does "counterattack" skill do?


dragonlordsd
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I'm assuming what you mean by that is you want a skill akin to either Close/Distant Counter or the skill the Death Knight in Three Houses has...

The "Counterattack" skill is only relevant if you uncheck "Allow Counterattack" under the Difficulties menu under the Config 1 tab of the Database settings; when that condition is met, it allows units to counterattack in a game where units can't normally counterattack, sort of like how Pursuit enables follow-up attacks in games without them.

As far as I know, the only way you'd be able to do what you want to do is through scripting.  You can emulate the effects with enemies through some fancy condition editing and AI settings manipulation, but on the player side you need to create a custom skill/weapon parameter or else accept that your players will be able to attack enemies from all ranges available in the game with certain weapons.

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...Yeah.  For all its flexibility, one of SRPG Studio's biggest issues is the translation, which was apparently done with Google Translate.  I wasn't expecting this software to use all the same terminology as Fire Emblem, but some of this is just ridiculous.

Here's what all the Skills in the Skills tab of the Database do:

  • Preemptive Attack is basically Vantage
  • Damage Absorption is basically Sol (you'll need custom scripting for it to recover HP other than exactly the damage you inflict; also, it may or may not always hit)
  • Damage Guard is basically Aegis/Pavise (the Guard Rate should be the amount by which damage is reduced)
  • Allow Criticals is basically Critical (from Genealogy of the Holy War, only relevant if the Allow Criticals box is unchecked under the Difficulties menu as Ertrick described above)
  • Restriction can be used for either Dragonskin or attack sealing (though doing something like Jedah's attack sealing in Gaiden/Shadows of Valentia would also require you to make events for adding and removing the Skill when appropriate)
  • Experience Up is basically Paragon
  • Parameter Bonus can be used for any of the flat stat bonus Skills (e.g. HP +5, Str +2, Skl +4, etc.)
  • Unlock is basically Locktouch (though by default its range is 0 and can't seem to be changed without scripting, so be careful if you're like me and you have solid Chests like in the 3D games)
  • Use Leftover Mov is basically Canto (only relevant if you want it to take up a Skill slot, since classes can also be made to have the same effect innately without it taking one up)
  • Continuous Attack is basically Adept (if one attack hits/misses, they all do)
  • Sure Attack is basically Sure Strike (if you have no problems with them always hitting when they trigger, it can also be used for Luna, Bane, Lethality, or another Skill with no exact Fire Emblem equivalent that inflicts effective damage)
  • Immortal is basically Miracle, and NOT Mantle like it sounds (can be either 3DS or Jugdral-style, the latter gives an unspecified Avoid bonus)
  • Invalidate can be used to emulate several different Fire Emblem Skills; it can negate any combination of Critical Hits, effective damage, combat Skills, status effects, attack halving, and attack sealing
  • Counterattack is exactly as Ertrick described above
  • Discount is basically Bargain (the Discount Rate should be the amount by which prices are reduced)
  • Steal can be modified to calculate stealable items with Speed and/or Weight, be able to steal weapons and/or multiple items, or some combination of those
  • Fusion enables any one of the unit fusions you have specified in Database -> Config -> Fusion Settings (e.g. Capture, Rescue)
  • Act Again gives some chance for a unit to act again as if a Dancer or equivalent class had refreshed it
  • Critical Counterattack is basically Wrath
  • State Attack lets the user inflict a single status effect on an enemy if the user's attack hits
  • Pursuit is only relevant if the Allow Pursuit box is unchecked under the Difficulties menu as Ertrick described above (would it be localized as Follow-Up now?)
  • Infinite Weapons allows the user to wield certain weapon types without consuming their durability (things like Staves can't be one of them, though; you'll need a custom script for something like Staff Savant)
  • Automatic Recovery is basically Renewal, though it recovers a flat amount of HP as opposed to an amount equal to some percentage of your max HP
  • Support gives bonuses to any of Attack, Defense, Hit, Avoid, Critical, and Critical Avoid to friendly units when they are in range
  • Again is basically Dance (can refresh a single unit or multiple ones)
  • Transform lets a unit transform into another class with any of the transformations you have specified in Database -> Config -> Transformations
  • Custom is for Skills made with custom scripts
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