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Counter Extend - CounterExtend.js

Plugin desc : Counterattack Extension Plugin

License : MIT License

Author : Triacontane

Website : https://triacontane.blogspot.com/

Desc page : https://triacontane.blogspot.com/

Download Page : https://raw.githubusercontent.com/munokura/triacontane-MV-plugins/refs/heads/main/CounterExtend.js

File name : CounterExtend.js

Help of plugin :

@url https://triacontane.blogspot.com/
@plugindesc Counterattack Extension Plugin
@author Triacontane
@license MIT License

@help
English Help Translator: munokura
This is an unofficial English translation of the plugin help,
created to support global RPG Maker users.
Feedback is welcome to improve translation quality
(see: https://github.com/munokura/triacontane-MV-plugins ).
Original plugin by Triacontane.
Please check the latest official version at:
https://triacontane.blogspot.com
-----
Expands counterattack specifications.
You can create counterattacks against magic, counterattacks using specific
skills, and counterattacks that only activate under certain conditions.

Specific feature details are as follows.

Feature Details

1. Counters will now also be activated when hit by magic attacks.
Enter the following in the Note field (*1) with the feature.

<CE_MagicCounter:50>
 # Counterattacks with a 50% chance when hit by a magic attack.

*1 Applies to actors, jobs, weapons, armor, and states.

If no value is specified, the counterattack rate will be the same as for
physical attacks.

<CE_MagicCounter>
 # Counterattacks with the default counterattack rate when hit by a magic
 attack.

2. You can individually set skills for counterattacks.
Enter the following in the Note field (*1) with the feature.

<CE_CounterSkillId:¥v[1]>
 # Uses the skill with ID [1] when counterattacking.

<CE_MagicCounterSkillId:3>
 # Uses the skill with ID [3] when counterattacking magically.

Counterattack skills usually target the attacker, but
ally-targeting skills can be used on yourself or your allies.

Specifying [0] as the ID will counterattack with the skill the enemy used
to attack.

3. You can use the evaluation result of a JavaScript formula as the
counterattack condition.
If the counterattack condition is not met, the counterattack will not be
executed.
You can counterattack only against specific skills or only under certain
conditions.
Enter the following in the characteristic Note field.

<CE_CounterCond:v(1) &lt; 100>
 # Counterattack if variable [1] is less than 100.(*2)

<CE_MagicCounterCond:s(1)>
 # Magic counterattack if switch [1] is ON.

Information about the executed skill can be referenced using the local
variable "skill."
The action object can also be referenced using the local variable "action."
<CE_CounterCond:skill.id === 10>
 # Counterattack if the skill ID is [10].

 <CE_CounterCond:action.hasElement(3)>
  # Counterattack if the skill attribute ID is [3].

The target battler's information can be referenced using "this," and the
opposing battler's information can be referenced using "target."
<CE_CounterCond:this.hpRate() &lt; 0.5>
 # Counterattack when your HP falls below 50%.

*2 If you want to use inequality signs in text or scripts, write them as
follows:
< → &lt;
> → &gt;

4. Multiple counterattack skills and counterattack conditions can be set.
When defining multiple skills and conditions, add "_n" to the end.
<CE_CounterSkillId: 4>
 # If switch [1] is ON, counterattack with skill ID [4].
<CE_CounterCond: s(1)> #
<CE_CounterSkillId_1: 5>
 # If switch [2] is ON, counterattack with skill ID [5].
<CE_CounterCond_1: s(2)> #
<CE_CounterSkillId_2: 6>
 # If switch [3] is ON, counterattack with skill ID [6].
<CE_CounterCond_2: s(3)> #

If multiple conditions are met at once, the one with the lowest index will
take priority.

5. Play a dedicated animation ID when executing a counterattack.
Enter the following in the characteristic Note field.
<CE_CounterAnimationId: 20>
 # Play animation [20] before executing a counterattack.

6. A successful counterattack cancels (interrupts) the opponent's action.
If the opponent uses an area-of-effect skill, a successful counterattack
will prevent it from hitting any subsequent opponents. Enter the following
in the Note field for the feature.
<CE_Cancel>
 # Cancels the opponent's action when the counterattack is successful.

7. Unlike the default counterattack, you can have the opponent
counterattack after being attacked.
Enter the following in the Note field for the feature.
<CE_CrossCounter> # Counterattack after being attacked.
*Cross Counter is only effective when counterattacking with a skill.

You can set the conditions for activating the cross counter.
<CE_CrossCounterCond:1>
 # Counterattack only if the opponent's action hits.
0: Always.
1: Only if the opponent's action hits.
2: Only if the opponent's action misses.

8. You can individually set the counterattack susceptibility for each
 skill.
Enter the following in the skill's Note field.
<CE_CounterAdditional:50>
 # Increase the opponent's counterattack chance by 50%.
<CE_CounterAdditional:-100>
 # Decrease the opponent's counterattack chance by 100%.
Note: The probability is added (subtracted) to the original value, not
multiplied.

9. If the counterattack fails due to insufficient cost, you can cancel
any state.
<CE_StateClear:1>
 # State [1] is cleared if the counterattack fails due to insufficient
 costs.

* Differences in behavior depending on the "Forced Combat Action
Counterattack" parameter.
When the "Forced Combat Action Counterattack" parameter is enabled, the
following behavior occurs:
1. Cross Counter is activated.
2. The "Area of Effect" and "Continuous Attacks" settings for the
counterattack skill are applied.
3. For enemies that can take multiple actions, the counterattack will
occur after all enemy actions have been completed.

When disabled, the following behavior occurs:
1. Cross Counter is not activated.
2. The "Area of Effect" and "Continuous Attacks" settings for the
counterattack skill are ignored.
3. For enemies that can take multiple actions, the counterattack will
occur after each enemy action.

This plugin does not have plugin commands.

Terms of Use:
You may modify and redistribute this plugin without permission from the
author, and there are no restrictions on its use (commercial, 18+, etc.).
This plugin is now yours.

@param PayCounterCost
@text Counterattack cost consumption
@desc Set whether counterattacks using unique skills consume costs. (ON/OFF)
@type boolean
@default false

@param FailureCostShortage
@text Failed due to lack of cost
@desc If the counterattack by the unique skill is insufficient or sealed, the counterattack will not be performed. (ON/OFF)
@type boolean
@default false

@param UsingForceAction
@text Counterattack by forcing combat action
@desc This allows you to force counterattacks by forcing combat actions. Normally it is ON, but if it doesn't work as you want, try this.
@type boolean
@default true

@param EraseStateTiming
@text State release timing
@desc After a counterattack, you can cancel the state specified in the Note field. If there is no specification in the Note field, the state will not be canceled.
@type select
@default 0
@option If it fails (due to lack of funds)
@value 0
@option If successful
@value 1
@option always
@value 2

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