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How can I make an enemy flee?

 
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Slime
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Joined: 27 Feb 2005
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PostPosted: Sun Jun 12, 2005 9:43 pm    Post subject: How can I make an enemy flee? Reply with quote

Hey, guys. I have a bit of a problem. I want to make an enemy be very rare to enounter, but if you do, and you beat it, you gain lots of exp. points.

However, i wanted to make the enemy have 50% chance of fleeing. So to do this, I give it 2 attacks, one, the offensive attack, and two, the fleeing.


Now, I need someone to tell me if there's a way to make an enemy flee. I also want to make it so if it flees, you gain no exp.points. Can anyone help? I know how to make the enemy be rare and all that, so I only need help on this Thanks, guys.
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Fenrir-Lunaris
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Joined: 03 Feb 2003
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PostPosted: Sun Jun 12, 2005 10:04 pm    Post subject: Reply with quote

Essentially, you'd want a cactaur... Hmm.

Firstly, create an enemy that has but one attack that when it is performed, kills itself (a self inflicted spell sould work, although you could make it go out like a bomb and damage the party too). Make a second enemy worth lots of Exp, and give it like 0 hp or make it die without boss. In the monster spawning bitsets of the first enemy, spawn the second enemy when hit by a particular element. The attack mentioned earlier that kills itself should have NO element, so that it won't trigger the exp spawned hidden monster. That SHOULD do it, though I'm probably missing something.
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JSH357




Joined: 02 Feb 2003
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PostPosted: Mon Jun 13, 2005 8:15 am    Post subject: Reply with quote

If you want a simpler workaround (Fen's suggestion is better, but this works) have two different enemy formations: one with an enemy that kills itself (with the run away bitset) and gives no EXP, and one with the actual enemy. Make the second formation appear rarely in the randombattle set.

This is assuming you're using random battles, of course.
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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Mon Jun 13, 2005 2:58 pm    Post subject: Hmmmm... Reply with quote

You know what we need? We need an attack bitset that says:
No rewards for targets killed
And if you kill a target using an attack that has that bitset, it ignores experience and gold. Then that can be used for "Run-Away" self-attacking, or for "banish" type instant-kill spells, and stuff like that.

http://hamsterrepublic.com/bugzilla/show_bug.cgi?id=82
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Slime
Objection!!!




Joined: 27 Feb 2005
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PostPosted: Mon Jun 13, 2005 7:34 pm    Post subject: Too bad... Reply with quote

Yeah, that would be a good idea. it's a shame that none of the programmers will ever read this topic so they can add it on the next update, eh James Paige?
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Mike Caron
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PostPosted: Mon Jun 13, 2005 7:36 pm    Post subject: Reply with quote

Yeah. Hey, why don't we invite James to work on the OHR? Big grin Really confused
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LeRoy_Leo
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PostPosted: Tue Jun 14, 2005 1:42 am    Post subject: Reply with quote

pkmnfrk wrote:
Yeah. Hey, why don't we invite James to work on the OHR? Big grin Really confused


Sensei was right. History does have a funny way of repeating it's self.
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Ysoft_Entertainment
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PostPosted: Tue Jun 14, 2005 11:26 am    Post subject: Re: Hmmmm... Reply with quote

James Paige wrote:
You know what we need? We need an attack bitset that says:
No rewards for targets killed
And if you kill a target using an attack that has that bitset, it ignores experience and gold. Then that can be used for "Run-Away" self-attacking, or for "banish" type instant-kill spells, and stuff like that.

http://hamsterrepublic.com/bugzilla/show_bug.cgi?id=82


Done!
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Mike Caron
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PostPosted: Tue Jun 14, 2005 11:40 am    Post subject: Reply with quote

Yay! I'll check in the patch.
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Setu_Firestorm
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Joined: 26 Mar 2003
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PostPosted: Wed Jun 15, 2005 10:08 am    Post subject: Reply with quote

I suppose one thing you could do is set him to flee instead of die and have one of his attacks be a self-inflicting one that shows no damage.

...on that note, than even you wouldn't be able to kill him...

I give up.
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LeRoy_Leo
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PostPosted: Wed Jun 15, 2005 2:08 pm    Post subject: Reply with quote

This Is Actually Very Simple, Guys. Make an enemy and name it "flee".

PS: They stole every good suggestion I had. Sad...
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Blue Pixel
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PostPosted: Fri Jun 17, 2005 10:47 am    Post subject: Reply with quote

Idea wait, you could have the enemy with the two attacks and the suicide one would be an elimant then when they die on non elimantal hit it spawns a 0hp reword enemy then (this is optinal) have another enemy with a speed of999 and no hp use an attack thats just a caption that says "dont use spells or he'll flee!". that should work...
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Raekuul
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PostPosted: Fri Jun 17, 2005 2:15 pm    Post subject: Reply with quote

the_dude257 wrote:
Idea wait, you could have the enemy with the two attacks and the suicide one would be an elimant then when they die on non elimantal hit it spawns a 0hp reword enemy then (this is optinal) have another enemy with a speed of999 and no hp use an attack thats just a caption that says "dont use spells or he'll flee!". that should work...


I think that was thought up already... And the origional enemy would still give xp and all...
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