It isn't working.
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move = true if event.name.clone.gsub!('\\move') {''}
def move_random(number = 1)
case rand(8)
when 0 then number.times {move_down(0)}
when 1 then number.times {move_left(0)}
when 2 then number.times {move_right(0)}
when 3 then number.times {move_up(0)}
when 4 then number.times {move_lower_left}
when 5 then number.times {move_upper_left}
when 6 then number.times {move_lower_right}
when 7 then number.times {move_upper_right}
end
end
Quote from: Blizzard on October 30, 2015, 01:50:24 am
Check if you can change \move by renaming the event dynamically.
Quote from: KK20 on October 29, 2015, 10:11:02 pmQuote from: KK20 on October 29, 2015, 11:53:02 am
So I did this instead. In Script Call format:
$BlizzABS.AI.request_path(
$game_map.events[ID], X, Y)
Upon further inspection, Map_Enemy doesn't have any code to respond to @path_target_x/y changes. It's only Map_Actor that does. I think the above is the only real way to path find enemies.
Quote from: Relinquished on October 27, 2012, 07:06:58 pm
The Chronicles of Sir Lag-A-Lot, one of the Blizz-ABS demos.
Quote from: Relinquished on October 27, 2012, 04:08:00 pm
Yeah, the idea came to me through my 20+ playthroughs of CoSLAL testing the capabilities of the defend option and thinking of ways to make it better.