Hello All,
In my dungeons, I use visible enemies which chase the player as per Infamous Bon Bon's Direction Based Line of Sight Tutorials.
This is VX ACE...
The only problem that I run into is if I "pull" two enemies into battle at the same time. When that happens, it goes to battle screen (like it should) but then it either
1) prevents me from fleeing combat altogether (my party runs, but then the battle reloads), or
2) I kill my enemies but then they immediately reappear at 1 HP, which repeats again and again.
Is anyone familiar with this, and do you possibly know of a solution? If you'd like to recreate the problem, here are two photos of a typical enemy with the event setup. Below the pictures are the full "scripting" of each Conditional Branch inside the picture...
First Conditional Branch Script
($game_map.events[@event_id].x - $game_player.x).abs <= 1 && ($game_map.events[@event_id].y - $game_player.y).abs <= 3 || ($game_map.events[@event_id].y - $game_player.y).abs <= 1 && ($game_map.events[@event_id].x - $game_player.x).abs <= 3
Second Conditional Branch Script
(($game_map.events[@event_id].x - $game_player.x).abs + ($game_map.events[@event_id].y - $game_player.y).abs) == 1
Third Conditional Branch Script
$game_map.events[@event_id].direction == 2 && $game_map.events[@event_id].y < $game_player.y || $game_map.events[@event_id].direction == 8 && $game_map.events[@event_id].y > $game_player.y || $game_map.events[@event_id].direction == 4 && $game_map.events[@event_id].x > $game_player.x || $game_map.events[@event_id].direction == 6 && $game_map.events[@event_id].x < $game_player.x
If you'd like to see it in action, I can probably make a video. Thanks for your time in advance.
Or finally, is there another, easier method of making enemies chase the player if you get within a certain distance that we KNOW has no crash problems?
Luke
Golden Unicorn Gaming