Hi,
I’m trying to figure out how the Counterable system works in ORK Framework. I can see that I can mark abilities as counterable, and the tooltip mentions:
"The target can perform a counterattack based on its counter chance when attacked with this ability."
However, I’m not sure where I can edit the counter chance or how to allow the player (or Battle AI) to select which ability to counter with.
What I’m trying to achieve is a system where, when the user attacks, the target gets to choose how they want to defend. From what I’ve explored so far, it doesn’t seem possible to directly grab the enemy/player’s action and then show a defend battle menu using schematics.
I thought I might be able to use the Counterable system as a workaround, but I couldn’t find much information about how it works or how to implement this type of dynamic defense system.
Any advice or pointers would be greatly appreciated!
Thanks in advance!
This can use a Formula instead of setting a value there, or use a Status Value to make it easy to put Counter Chance on equipment as a gear affix.
The default Counter attack is under Combatants->Combatants->General Settings->Attacks & Abilities -> Default Counter attack
You can override that in a specific combatant's settings to use a different ability.
As far as what you want to do with choosing how to defend I think it depends what that looks like. Is it like what damage type and damage amount the counter inflicts? Or maybe one counter heals you for the damage dealt back to the attacker, another gives you a Status Effect for 2 turns that boosts a stat?
If you're only doing a hand full of possible counters and not a ton, my first attempt would be perhaps creating an ability named "Choose your counter attack" or whatever to set as the default counter attack, and in the Battle Animation of that ability have a schematic for Player only checked, have the logic for which counters are available and a Show dialogue choice to select one to use, then make whatever changes match the choice like adding the Status Effect, doing damage/healing, or even the Use Ability Calculation node maybe.
In the Status changes of the ability itself you can use condition if it's not the Active Player group it does a normal base counter attack damage for enemies to use, but then the player damage can be handled in the Battle Animation schematic.
I have used Show Dialogues in this way, called from a Battle Animation and it worked.
There are other ways to make a system like this depending on how exactly you want it to work but I'm just theorizing on using the Counter system since that's what you mentioned.
Edit; another thing I forgot about that's a bit newer schematic is in the ability there are Calculation Schematics now for Pre and Post calculation.
Thank you for the advice! It was really helpful, and I was able to come up with a solution based on your suggestions.
I ultimately ended up setting it in my battle attack animation (as you mentioned) before the calculation action node. This approach worked because, when I tried using the default counter system with my schematics (either in the action added or start performing action events), the schematic either ran after the counter or, if it started before the counter, it didn’t wait for the user input before continuing.
Thanks again for pointing me in the right direction!