KK Once again, I have no idea how you do it.
This is such an efficient way to do this! Thank you so much.
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Original Post:
This could be an RTFM situation, but I've read it back to front and I don't think the option exists to:
Set a specific event/enemy to be immune to knockback. This is extremely important when you have highly scripted boss fights where if they get out of position everything gets messed up.
How can I make certain enemies immune to knockback?
(http://i58.servimg.com/u/f58/18/11/80/75/knockb10.png)
You can edit the enemies knockback here, set it to 0 and they wont be knocked back at all ^^ or, do you mean something else? sorry got a bit of a headache right now. 7th option below Attack Type if this isnt what your looking for sorry lol
Correct me if I'm wrong, but doesn't that adjust how much knockback they do to you?
I need to adjust how much knockback they receive, so I can set it to 0.
Quote3.5.8. Knockback
The Knockback option allows you to define the knockback distance in square the target receives. The square size is related to your pixel movement setting, so a knockback of 1 with pixel movement 0 is equivalent to a knockback of 2 with pixel movement 1. You are allowed to have a zero knockback, but not a negative knockback.
So setting the knockback to 0 should work fine?
For stationary bosses I think you can use \move in the event name. It should make them perfectly stationary (if it works like I've understood).
This only affects the BlizzABS movement. You can use their own Move Routes or the Set Move Route event command to move them anyways.
Hope it helped.
That would only change the knockback the enemy does to others with its basic attack. He wants to make it so that when enemies are attacked by something, the knockback value of that weapon/skill is zero. I could take a quick look to see how this is calculated.
EDIT: Well that took some guess work, but easy mod in the end.
Paste below BlizzABS scripts
#==========================================================================
# BlizzABS::AI
#==========================================================================
module BlizzABS
class AI
#--------------------------------------------------------------------------
# update
# char - the map character
# This is the first phase of the AI update. It determines whether a
# character is able to act at all or if an exception has occured and
# needs to expire first.
#--------------------------------------------------------------------------
alias set_zero_kb prepare
def prepare(char)
if char.is_a?(Map_Enemy) && char.event.name.include?("\kb")
char.attacked = 0
end
set_zero_kb(char)
end
end
end
Now name your event with
\kb in it. Have fun :D