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Liquid Metal Slime
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Is there a simple way to make a "Run away" option 
 PostFri Jul 18, 2014 6:19 am
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I would prefer if my game had a "run" option in the battle menu, rather than holding down "esc." Is there an easy way to accomplish this?
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Metal Slime
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 PostFri Jul 18, 2014 7:02 am
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I believe there's a "force run away" bitset in attacks, or something similarly named. You could make a Run command and set it as a single-spell set on a character's (or every character's) battle menu. Then, maybe either make the Run "attack" have a significant attack delay time, or give it a chance of failure.

I'm not sure that disabling Esc to run away in game options also prevents forced run away attacks, but I imagine it wouldn't.
Metal Slime
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 PostFri Jul 18, 2014 7:13 am
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Disabling ESC running definitely doesn't prevent a force-run attack from working. That's what I used to make the "Run" battle command in The K'hyurbhi Lands.

Force-run attacks would be be pretty useless otherwise, since ESC running is so easy that nobody who wanted to run from a random encounter would wait for the hero's time bars to fill up to use an attack that does the same thing.

EDIT I'm not sure if forced-run attacks pay attention to "unescapable" bitsets on enemies, though, so you might need to set a tag set to be on during bosses (or other unescapable battles) preventing the run attack from working. I can't remember for sure if that's necessary to prevent the running or not, though.
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Liquid Metal Slime
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 PostFri Jul 18, 2014 2:16 pm
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Alright, that's pretty easy. Thanks.
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Slime Knight
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 PostSat Jul 19, 2014 6:19 pm
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In my game, I'm making "Escape" an attack that costs a $10 penalty. And I think that an unescapable bitset on an enemy stops even attack escapes.
Metal Slime
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 PostSun Jul 20, 2014 3:07 am
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It does! At least in turn based battles!
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Liquid Metal Slime
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 PostMon Jul 21, 2014 4:16 pm
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Fenrir-Lunaris wrote:
It does! At least in turn based battles!


Great, well I'm definitely doing turn-based. I really like the pace, and the thinking required between moves.
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Metal Slime
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 PostMon Jul 21, 2014 11:58 pm
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I'm considering turn-based too, for one thing it makes Speed less of a broken-as-hell uber stat that needs to be put on a tight leash to avoid breaking the game.
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