06-02-2013, 05:32 PM
If you're talking about a system where:
The player and enemy action systems uses a multi cycling system, allowing a delay where an action is decided (stab, cast spell, use potion) and the character's animation starts.... and then a later action where the actual attack effect (hit enemy, shoots fireball, potion HP regen effect) takes place. That delay between the action selection (button press) and the attack effect (fireball being shot) is set by the weapon,skill,item's DELAY value. Though, you could make the action instantaneous by setting the delay to 0.
BUT.......
If you're wanting it so the enemy actions do not start until the player starts moving OR activates a trigger (like a pressure plate..... tile... just fell into the map from an upper floor), yes. You can see from the demo how I used a View Range script to activate Skeletons when Bill ... (SPOILER!!!!!!) ... er, can't say. But you can make it so a switch can activate enemies. Just make a character event with your characterset of choice, and then make a 2nd page that can be activated and has the ABS Comments.
No, you can't make it exit the enemy event (turning the switch off) and return to the ABS event page for the event (turning the switch back on). That would reset the enemy and his HP would be restored and etc.
- player steps forward once (activates trigger)
- .... (enemy triggered reaction) steps forward once
- player fires a bow (activates trigger)
- .... (enemy triggered reaction) enemy steps forward
- player takes a step forward (activates trigger)
- .... (enemy triggered reaction) enemy casts fireball at player
The player and enemy action systems uses a multi cycling system, allowing a delay where an action is decided (stab, cast spell, use potion) and the character's animation starts.... and then a later action where the actual attack effect (hit enemy, shoots fireball, potion HP regen effect) takes place. That delay between the action selection (button press) and the attack effect (fireball being shot) is set by the weapon,skill,item's DELAY value. Though, you could make the action instantaneous by setting the delay to 0.
BUT.......
If you're wanting it so the enemy actions do not start until the player starts moving OR activates a trigger (like a pressure plate..... tile... just fell into the map from an upper floor), yes. You can see from the demo how I used a View Range script to activate Skeletons when Bill ... (SPOILER!!!!!!) ... er, can't say. But you can make it so a switch can activate enemies. Just make a character event with your characterset of choice, and then make a 2nd page that can be activated and has the ABS Comments.
No, you can't make it exit the enemy event (turning the switch off) and return to the ABS event page for the event (turning the switch back on). That would reset the enemy and his HP would be restored and etc.