I don't see too much on this on any help files. What kind of creative things can I do with this?
For example, could I use this as a new exp bar? After certain battles this value increases and upon reaching a certain value the hero learns a new spell?
What OHR games use this creatively so I could perhaps get some ideas?
Anyways, the counter stat, or ctr, was meant for counter attacks, but never was fully implemented into Custom.EXE. Now, it can be used as an extra stat, for whatever creative purposes you want.
I've used it as a "targeting helper" stat in several games; giving heroes a Counter stat of 0 and enemies a 1 or higher, then setting attacks that target "All" to default to the lowest/highest Counter stat when targeting depending on which group you want it to start out on.
This would let you have a healing item that can also be used on enemies, in case you want to throw healing items at the undead to hurt them (or any other reason you'd want to use healing items on enemies--"ally enemies" that only attack other enemies, enemies that need to be healed before they'll use certain attacks, etc.) You could also use this to make attacks that can target both heroes and enemies--maybe to simulate how in Final Fantasy games, you can hit your own allies to wake them up if they happen to get put to sleep; if you're using stun as a sleep status, all it takes is making physical attacks chain to another attack that sets the stun register back to its maximum.
Of course, this can go wrong if someone decides to use the up and down keys (instead of left and right) when targetting. Mainly a problem when people are trying to target their heroes with healing items, especially if they have a twitchy spacebar finger and aren'nt paying close attention to where that targetting arrow is going, though you could also smack one of your own allies with an attack when trying to hit the bad guys. Moral of the story: always use the left and right arrows for targetting attacks!
I've also thought of using it as a "rage"/"limit break" type meter, though I don't actually have it used this way in a game yet. Have attacks increase the Counter stat of whoever they hit, then make some of their attacks (maybe the default weapon attack) chain to some super move whenever the stat is over a certain level (and then probably set Counter back to 0, or its default level, so you can't just blast out the same super attack many times in a row.)
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
This would let you have a healing item that can also be used on enemies, in case you want to throw healing items at the undead to hurt them (or any other reason you'd want to use healing items on enemies--"ally enemies" that only attack other enemies, enemies that need to be healed before they'll use certain attacks, etc.) You could also use this to make attacks that can target both heroes and enemies--maybe to simulate how in Final Fantasy games, you can hit your own allies to wake them up if they happen to get put to sleep; if you're using stun as a sleep status, all it takes is making physical attacks chain to another attack that sets the stun register back to its maximum.
Of course, this can go wrong if someone decides to use the up and down keys (instead of left and right) when targetting. Mainly a problem when people are trying to target their heroes with healing items, especially if they have a twitchy spacebar finger and aren'nt paying close attention to where that targetting arrow is going, though you could also smack one of your own allies with an attack when trying to hit the bad guys. Moral of the story: always use the left and right arrows for targetting attacks!
I've also thought of using it as a "rage"/"limit break" type meter, though I don't actually have it used this way in a game yet. Have attacks increase the Counter stat of whoever they hit, then make some of their attacks (maybe the default weapon attack) chain to some super move whenever the stat is over a certain level (and then probably set Counter back to 0, or its default level, so you can't just blast out the same super attack many times in a row.)
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
So I forgot to mention that when I played Okedoke, but yeah it was definitely frustrating to accidentally use healing supplies on enemies. And I must admit I never even thought to use left/right for targetting. Can one of the developers explain how the arrow keys work for targetting? Up/down seems the most logical thing to press when trying to change what hero to target.
I am Srime
I am Srime
From what I've seen it seems like up/down goes through the possible targets vertically (based on where one of the bottom corners of the sprite is, I'm guessing), which would be why it sometimes jumps over to the enemies when targeting--the first hero is probably higher up on the screen than any of the enemies, but there might be enemies placed higher up than the second or third.
If up/down go through them vertically, I'm guessing left/right would go through them horizontally... which would be why they'd be more reliable for staying within hero/enemy groups. The only thing that will ever be further to the right on the screen from the heroes is other heroes (at least until the battle screen changes so that heroes are repositionable.)
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
If up/down go through them vertically, I'm guessing left/right would go through them horizontally... which would be why they'd be more reliable for staying within hero/enemy groups. The only thing that will ever be further to the right on the screen from the heroes is other heroes (at least until the battle screen changes so that heroes are repositionable.)
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
I just looked at the battle cursors and noticed a bug in the left/right targeting, which was introduced last September.
All direction keys work the same: they pick the next targettable thing in that direction, taking into account only either the x or y coordinate of of the top left corner of things. In addition, Left/Right also allow selecting spread. I'm not really happy with the way targetting works either, but the problem is that if it just went to the nearest thing in that general direction, it might become hard or impossible to select things placed at certain positions.
You can't use the CTR stat (which we really ought to rename because it doesn't do anything) like XP, because its value always resets after a battle.
All direction keys work the same: they pick the next targettable thing in that direction, taking into account only either the x or y coordinate of of the top left corner of things. In addition, Left/Right also allow selecting spread. I'm not really happy with the way targetting works either, but the problem is that if it just went to the nearest thing in that general direction, it might become hard or impossible to select things placed at certain positions.
You can't use the CTR stat (which we really ought to rename because it doesn't do anything) like XP, because its value always resets after a battle.
There's a million things you can do with this stat, FnrrfYgmSchnish mentioned a lot of them. Personally I like using it as a Item Power stat, so that I can make some characters better at using items than others.
Just keep in mind the stat only scales from 0-100, because it was intended to be a % based stat.
Just keep in mind the stat only scales from 0-100, because it was intended to be a % based stat.
Not anymore.
They recently raised the maximum to 999 like most of the other stats. I think it was in one of the nightlies leading up to Zenzizenzic, though it may have been earlier, I'm not entirely sure.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
They recently raised the maximum to 999 like most of the other stats. I think it was in one of the nightlies leading up to Zenzizenzic, though it may have been earlier, I'm not entirely sure.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]



