06-19-2012, 04:02 AM
If you're still using an ABS, most ABSs use a form of 'move to player' action... perhaps coupled with a random movement touch. Though I attempted to include a 'keep distance for missile fire' system and a 'run away!!!' system if the player is kicking their butt too much.
For the actions, I wonder if they could be coded into the Enemy Database by way of something like:
This assumes you would add a Switch (#9) that is turned on when your player performs an attack, and turned off just moments later (so the enemy doesn't always restart the skill).
Making the enemy not attack or move if the player doesn't move seems to be an interesting concept. I don't know a system that has that as all ABSs run on an 'enemy always active' premise.
For the actions, I wonder if they could be coded into the Enemy Database by way of something like:
Code:
Action Condition
Attack None
Do Nothing Nothing
Darkness Switch [0009] is On
Making the enemy not attack or move if the player doesn't move seems to be an interesting concept. I don't know a system that has that as all ABSs run on an 'enemy always active' premise.