Mega Man 8-Bit Deathmatch Forum
'XChase' Beta
PinkRoboBlaster • October. 27, 2026, 1:50 PM
October. 27, 2026, 1:50 PM
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If you have played a coop mod, you'd know that monster movement is pretty... weightless. Without any form of acceleration and goofy looking turning every so often, they can be pretty annoying to hit. Even more so with FLYING monsters.
XChase offers a alternative framework to use for monster chasing, which fixes both of these things. Now you can give your monsters Accel/Deccel tics, adding much needed weight to movement.
Here is a example of how a See state would look with XChase:
HOW TO SET IT UP FOR YOUR ENEMIES:
Step 0 - make sure your monsters speed is 0 :D
Step 1 - add these user variables to your monster
first one is required for XChase to start, second one is where you'll store your speed variable
Accel and Deccel tics are the number of tics required for a monster to accelerate and deccelerate to top speed or 0 speed respectively
step 2 - make this your spawn state of your monster
you'll have to set the speed, acceleration and deceleration user variables in the spawn state of the actor
after that - you have access to the following:
Giving DoXChase makes the monster move towards the target with the system, should normally be given in a See state and taken away right after (or in any state it can jump to)
AtStandstillX is given when the monster is at a stand still from moving, good for if you want certain attacks to be done while standing first
XDistanceFrom is constantly given while chasing a target, used for internal checks
X_ChaseState takes in one arguement (melee_range), this recreates the state jumping of A_Chase
Issues:
monsters using this system get stuck on walls very easily
no "FastChase" variant of this script
Lore:
this was originally going to be a much bigger thing, but it was overscoped as hell D:
now its actually somewhat reasonable :D
the base mod comes with a example met btw
Download
v1
XChase offers a alternative framework to use for monster chasing, which fixes both of these things. Now you can give your monsters Accel/Deccel tics, adding much needed weight to movement.
Here is a example of how a See state would look with XChase:
See:
METT A 0 A_GiveInventory("DoXChase",1)
METT ABCB 3 ACS_NamedExecuteWithResult("X_ChaseState",64,0,0,0)
METT A 0 A_TakeInventory("DoXChase",1)
Goto Idle
HOW TO SET IT UP FOR YOUR ENEMIES:
Step 0 - make sure your monsters speed is 0 :D
Step 1 - add these user variables to your monster
var int user_UseXChase;
var int user_XChase_Spd;
var int user_XChase_AccelTics;
var int user_XChase_DeccelTics;first one is required for XChase to start, second one is where you'll store your speed variable
Accel and Deccel tics are the number of tics required for a monster to accelerate and deccelerate to top speed or 0 speed respectively
step 2 - make this your spawn state of your monster
Spawn:
TNT1 A 1
TNT1 A 0 A_SetUserVar("user_XChase_Spd", 10)
TNT1 A 0 A_SetUserVar("user_XChase_AccelTics", 12)
TNT1 A 0 A_SetUserVar("user_XChase_DeccelTics", 35)
Idle: <- the state used for looking fr
METT B 1 A_LookEx(0,0,0,0,360,"See")
loopyou'll have to set the speed, acceleration and deceleration user variables in the spawn state of the actor
after that - you have access to the following:
Giving DoXChase makes the monster move towards the target with the system, should normally be given in a See state and taken away right after (or in any state it can jump to)
AtStandstillX is given when the monster is at a stand still from moving, good for if you want certain attacks to be done while standing first
XDistanceFrom is constantly given while chasing a target, used for internal checks
X_ChaseState takes in one arguement (melee_range), this recreates the state jumping of A_Chase
Issues:
monsters using this system get stuck on walls very easily
no "FastChase" variant of this script
Lore:
this was originally going to be a much bigger thing, but it was overscoped as hell D:
now its actually somewhat reasonable :D
the base mod comes with a example met btw
Download
v1