5,389
edits
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. | ||
::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 |