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Restricting enemy movement?


Urwy
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@Snoozey:

> Problem with that is if you have ranged spells you can keep the npcs stuck. They will just stand at the avoid and get hit over and over.

I played mmorpgs where  being a mage or archer to be able to do that,that's not so important.
That's why they are Mid/Long Range classes
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@Snoozey:

> Problem with that is if you have ranged spells you can keep the npcs stuck. They will just stand at the avoid and get hit over and over.

Add some logic to your npc then. Something like. If you take ranged damage in the same tile more then 3 times in a row without leaving it attempt to move out of the tile. Then make it so they remember not to go back to that tile rate away either.
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@Keebler:

> Add some logic to your npc then. Something like. If you take ranged damage in the same tile more then 3 times in a row without leaving it attempt to move out of the tile. Then make it so they remember not to go back to that tile rate away either.

And how to do that?
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Well theres many options. First would be creating a unique style of NPC and having it follow a hard coded AI, sort of like what's created with Lightnings boss framework, another option would be to manually code a strict behaviour for hostile npcs.

I know that doesn't directly answer the question but Keebler is over-complicating it. You could make it to where if the tile the ranged attack is crossing is an NPC Avoid tile, then it can stop it dead in it's tracks. Or it could be rendered useless after a certain range.

It all matters on your game really. If you want a specific option created then it'd be easier for us to support you with that.
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Why are you still debating this,you will confuse Urwy.
Remember Snoozey put the problem,then he should make a topic if he wants answers.

Urwy just use npc avoid and that's it,don't worry for what snoozey said, long ranged classes can do that,if you don't want such then better don't make long distance spells,but urwy did not asked this.
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