That's strange... Most of Enemy Attacks are counterable and I'm pretty sure Shockwave is counterable by default.
When doing my mod, I had another tedious bug about counters. The game was not ready to use spells that deal damage several times.
If you add several effect points to a spell animation (both in the "Spell animation" panel and in the "Enemies" panel), you need to make sure no one will ever have a counter action twice for the same spell since that freezes the game.
EDIT: That bug doesn't occur with the Steam version. Only PSX version.Counter actions are either the enemy reacting to your action (counters, obviously, but also things like Tantarian opening itself) or you reacting to an enemy action (counter, return magic and, most importantly, auto-potion).
To avoid an enemy reacting twice to your action, you have no other choice than to disable the counter (at least more than once) in the IA scripts for the specific spell animations that damage several times.
// Those lines are always in the counter functions already
if ( ( GetAttackCommandId == 25 ) && ( GetAttackId == 103 ) ) {
return
}
// Those lines need to be added, replacing the numbers by the spells IDs
// of the spells with several damage points in their animation
if ( ( GetAttackId == 100 ) || ( GetAttackId == 101 ) ) {
return
}
Here is a list of enemies that can react to your attacks. It's tedious but you would need to add some few lines in their AI to avoid bugs.
I didn't put the enemies that already have a "counter only once" system or those that counter only the "Attack" command.
// Disc 1
Yan
Friendly Yan
Armstrong
Ghost
Gizamaluke
Grimlocks (both of them)
Jabberwock
Mimic
Cactuar
Lamia
Sand Scorpion
Bomb (counter fire spells only)
Black Waltz 2 (counter the elemental Black magics only)
// Disc 2
Soldier
Zuu
Sand Golem
Tantarian (put the script after HP update)
Zorn & Thorn
Sand Scorpion (more of them)
Soulcage (counter fire spells only)
Stroper
Zemzelett
// Disc 3
Amdusias
Shell Dragon (only the random encounters)
Epitaph (magic disbled for these battles)
Grimlocks (more of them)
Drakan
Ring Leader
Tonberry (put the script after HP update)
Mover (optionnal : they don't crash the game but don't pass from 2 of them to 1 of them)
// Disc 4
Ash
Kraken (when he's on crystal shape only ; he already has a "counter once" system as a boss)
Trance Kuja
I might add a feature that automatically adds those anti-bug lines inside the AI of these enemies.
Now, about the spells that the
enemies can cast and trigger a reaction from
you, I see only 2 solutions :
- Make sure the party doesn't have the access to counter abilities by the time those enemies are met...
- Make sure that the enemies use the concerned abilities only as a counter attack : you can't react to a counter so it won't be a problem.
That's unfortunatly another deception from spell animations editing... That begins to make a lot of them
