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aporokizzu

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Fond felicitations, freaks!

Is there any way to "throttle" (I hope this is the right term) player attacks in the Chrono Engine ABS to give enemies a chance to escape or dodge a pummelling?


I tried to write something that keeps track if a particular enemy gets smacked continuously:
carbon.png
carbon (1).png

But whatever code I put in the // have enemy do stuff here part doesn't respond quickly enough to make a difference.

Does anybody have any creative suggestions about how I might overcome this?

As always, thanks in advance!
 

aporokizzu

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As per, solved it myself.

It's convoluted but it works kinda...

First, I made a few slight adjustments to the two previously mentioned functions-
carbon (5).png
_rememberAttack (1).png

Then I added a method (called from commandRasWeapon), attemptEscape()-
carbon (4).png

This creates a private Game_Interpreter object, that executes a command that calls a Common Event (whose ID is assigned by a tag in an Enemy Event's note).
mog_event_escapeAttempt_tag.PNG

The Common Event calls Chrono Engine's teleportRandom() that moves the Enemy Event to safety.
mog_commonevent_escapeAttempt.PNG
 

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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