Detailed Description
The following definitions are for the attack_movement variable in monsters if the attack_variable movement is left out of the monster archetype, or is set to zero the standard mode of movement from previous versions of crossfire will be used. the upper four bits of movement data are not in effect when the monst er has an enemy. these should only be used for non aggressive monsters. to program a monsters movement add the attack movement numbers to the movem ment numbers example a monster that moves in a circle until attacked and then attacks from a distance: CIRCLE1 = 32 + DISTATT = 1 ------------------- attack_movement = 33
- Author:
- kholland@sunlab.cit.cornell.edu
Define Documentation
Always run never attack good for sim. of weak player
Definition at line 1360 of file define.h.
if the upper four bits of move_type / attack_movement are set to this number, the monster will move in a circle until it is attacked, or the enemy field is set, this is good for non-aggressive monsters and NPC
Definition at line 1373 of file define.h.
Same as above but a larger circle is used
Definition at line 1376 of file define.h.
Move toward a player if far, but maintain some space, attack from a distance - good for missile users only
Definition at line 1350 of file define.h.
Attack from a distance if hit as recommended by Frank
Definition at line 1362 of file define.h.
Run to then hit player then run away cyclically
Definition at line 1354 of file define.h.
The Monster will pace back and forth until attacked this is HORIZONTAL movement
Definition at line 1381 of file define.h.
the monster will pace as above but the length of the pace area is longer and the monster stops before changing directions this is HORIZONTAL movement
Definition at line 1388 of file define.h.
The Monster will pace back and forth until attacked this is VERTICAL movement
Definition at line 1402 of file define.h.
the monster will pace as above but the length of the pace area is longer and the monster stops before changing directions this is VERTICAL movement
Definition at line 1409 of file define.h.
the monster will go in a random direction until it is stopped by an obstacle, then it chooses another direction.
Definition at line 1394 of file define.h.
constantly move in a different random direction
Definition at line 1397 of file define.h.
Run but attack if player catches up to object
Definition at line 1352 of file define.h.
Rush toward player blindly, similar to dumb monster
Definition at line 1358 of file define.h.
Monster does not try to move towards player if far
Definition at line 1364 of file define.h.
Wait for player to approach then hit, move if hit
Definition at line 1356 of file define.h.
The monster uses waypoints (if it has any)
Definition at line 1412 of file define.h.