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OBD:BINA/OBJC/CMBT: Difference between revisions

m
m (a few notes on alarm behavior)
m (→‎Alarm behavior: cosmetics)
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;Note
;Note
:So if you have "ignore range" > "attack range" > 0, you get what I was searching for (for half a year or so):
:So if you have "ignore range" > "attack range" > 0, you get what I was searching for (for half a year or so):
::If an enemy is running for an alarm and you get too close, they'll stop, turn and start fighting with you. When you are far enough (or dead), they'll resume running ^_^'.
::If an enemy is running for an alarm and you get too close, they'll stop, turn and start fighting with you.
::You don't know how evil this feature is until you try it itself.
::When you are far enough (or dead), they'll resume running ^_^'.
:You don't know how wicked this feature is until you've tried it out yourself.
::^_-
::^_-
;Alarm damage threshold
;Alarm damage threshold
:it has something to do with run to alarm abortion, but I don't quite get it.
:it has something to do with run-to-alarm abortion, but I don't quite get it.
:It looks like an amount of damage when AI exits run for alarm state and acts as usual.
:It looks like an amount of damage when AI exits run for alarm state and acts as usual.
:But damage taken while fighting someone within the "alarm enemy attack range" doesn't count.
:But damage taken while fighting someone within the "alarm enemy attack range" doesn't count.
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==Blue Box Beta WMDD==
==Blue Box Beta WMDD==
http://www6.fh-eberswalde.de/user/dkriesch/oni/bina_combat.gif
http://www6.fh-eberswalde.de/user/dkriesch/oni/bina_combat.gif