10-31-2024, 03:24 PM
(This post was last modified: 10-31-2024, 03:25 PM by DerVVulfman.)
Kinda waking up right now... So your edit fixed the issue in question? I do find it odd you still had issues where the vid I posted showed large events were actually damaged beforehand.
But if you say your changes work, they work.
Now... you want a feature to prevent defined enemies from being knocked back when struck by a massive attack. Interesting. It would be based upon the Database Enemy IDs.
I'm not viewing the ABS. Hopefully, it can be applied to the Jump method itself ... if it can detect the identity of the jumper. Otherwise, it would be a bit of an issue having to rewrite the more-extensive hit_ebnemy methods themselves.
But I have some things to take care of today. Halloween 'n all
But if you say your changes work, they work.
Now... you want a feature to prevent defined enemies from being knocked back when struck by a massive attack. Interesting. It would be based upon the Database Enemy IDs.
I'm not viewing the ABS. Hopefully, it can be applied to the Jump method itself ... if it can detect the identity of the jumper. Otherwise, it would be a bit of an issue having to rewrite the more-extensive hit_ebnemy methods themselves.
But I have some things to take care of today. Halloween 'n all