04-24-2016, 03:25 PM
Yup. You should be able to code all that. Enemies have a specific "JUMPING_ENEMY" entry for enemies whose melee attack involves a jump, just as you have values for skills, items and weapons. For skills, you can just use the "MNK_POSES_SKILLS" to make a specified skill by ID use a particular pose, or break it down further with "MNK_POSES_SKILLS_A" so a specific actor 'alone' using a particular skill uses his own super-custom sprite pose in his own spritesheet. (now THAT is custom). And there is a matching "MNK_POSES_SKILLS_E" set for enemies, so you can make a zombie(enemyID #9) using mass delay(skillID #50) perform the 21st pose in his spritesheet alone. {9=>{50=>21}} Just mind the brackets, braces and etc.
But I do think the jumping needs a little work. It is a bit... goofy.
The only thing that you normally cannot do with enemies that you can with actors is the use of ITEM attacks because enemies do not have an item-use option (no item bag). However, the use of a script called 'enemies use items' acts as a substitute (replaces a skill attack with the ID of an item).
But I do think the jumping needs a little work. It is a bit... goofy.

The only thing that you normally cannot do with enemies that you can with actors is the use of ITEM attacks because enemies do not have an item-use option (no item bag). However, the use of a script called 'enemies use items' acts as a substitute (replaces a skill attack with the ID of an item).

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