- Joined
- Sep 14, 2022
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- 11
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- 13
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- English
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- RMMV
I have an enemy that patrols through a hallway by setting their Automatic Movement to Custom: Route > "Move Up, Left, etc". If they bump into the player, it triggers Battle Processing and they fight. However, if the player Escapes, the enemy immediately resumes it's patrol route and can bump into the player again right away, triggering the fight again. I tried fixing this by making the enemy wait for 60 frames before resuming it's route (by going to Battle Processing > "Can Escape" and then adding Movement Command: Wait 60 to the "If Escape" part of the event.
The problem is that making the enemy Wait in this manner messes up their patrol! When the 60 frames pass, the enemy resumes it's patrol, but skips whichever command was next before combat started.
For example, let's say an enemy's Custom: Route is set to:
- Move up
- Move up
- Move down
- Move down
If you collide with the enemy after the first Move Up and then Escape, the enemies next movement will be Move Down, skipping the second Move Up. Is there a way to fix this? Or alternatively, is there a better way to handle Player Escape so that the enemy can't immediately collide with the Player again if they're set to a specific patrol route?
The problem is that making the enemy Wait in this manner messes up their patrol! When the 60 frames pass, the enemy resumes it's patrol, but skips whichever command was next before combat started.
For example, let's say an enemy's Custom: Route is set to:
- Move up
- Move up
- Move down
- Move down
If you collide with the enemy after the first Move Up and then Escape, the enemies next movement will be Move Down, skipping the second Move Up. Is there a way to fix this? Or alternatively, is there a better way to handle Player Escape so that the enemy can't immediately collide with the Player again if they're set to a specific patrol route?