04-18-2012, 04:16 AM
BUMP!
to version 5.5
A major change was performed to the enemy's attack decision system. The update_enemy_action method was shortened, and all actions that the enemy can perform are now retrieved from the new enemy_retrieve_actions method. This new method was modeled after the default 'make_action' method within Game_Enemy and it contains some components of the 'enemy_preset_reactions' method that has now been replaced and removed. More advanced, the new enemy_retrieve_actions method doesn't only check to see what type of actions an enemy may perform, but limit the enemy's actions if it cannot perform skills on certain maps, and handles certain skills that are performed on actors based on the skill's scope.
Due to a few issues, the Cowardice system has been changed. Rather than the system running by a timer, the enemies flee a set number of tiles when a fellow enemy dies. This means that setting a cowardice value to '2' will have enemies back away from the player by two tiles rather than run away for two seconds.
Along with this, two more systemw were added, one that lets the enemy perform hit-and-run attacks and another that makes the enemy back away if it is hit.
The Back Off function is a system similar to the cowardice system. If an enemy is properly set up, it may back away from the player if it is hit by a melee attack. The enemy must be set to be one that will back away by a setting within the Personality option, and how many tiles it retreats is up to the backoff function. The enemy has a 50/50 chance of backing off if it is struck. However, the function doesn't really make much of a difference if your weapons have a kick feature that knocks the enemies back.
The Hit and Run system is a more evil system, letting the enemy back off on its own after it delivers a successful melee strike. This means that the player will likely find the enemy out of range after being hit, adding a new layer of difficulty to the battles. Unlike the cowardice and backoff systems, the enemy doesn't need to be defined in the enemy's Personality array.
And lastly, a small addition was added to the Game_Actor code so it can function WITHOUT either Guillaume777's or DerVVulfman's Multiple Slot code. During development, dependencies were added so the system can handle additional armor slots. Unfortunately, you couldn't use MrMo's ABS without one of these two systems without generating an error. Now that has been resolved. If you don't want to use a Multiple Slot system, you do not have to.