Ok, I had some time to look at these scripts. A couple problems presented themselves.
First, the "destroy" script for each of the characters is pointing to the wrong file path. Open each of the
roman characters .fpe and change "aidestroy = romanscript\romandie.fpi" to "aidestroy = romanpack\romandie.fpi"
Next, these characters rigs were done with way too many extra bones ( root bones) , making them hard to path find (waypoints)
I did manage to get one script kinda working
Here is a working waypoint script ( when player is within 300 character breaks waypoint and runs toward player, adjust to meet your needs )
desc = Swordattack
;Triggers
;WALKING WAYPOINTS
:waypointstate=0:state=0,waypointstart
:waypointstate=3:state=0,waypointnext
:waypointstate=4:state=0,waypointrandom
:waypointstate=5:state=0,waypointreverse
:state=0:animate=2
;DETECT PLAYER
:state=0,plrdistwithin=300:waypointstop,rotatetoplr,animate=1,state=1
;DETECT PLAYER
;run
:state=1,plrdistfurther=150:rotatetoplr,animate=14,runfore=5
;walk
:state=1,plrdistwithin=150:rotatetoplr,animate=2,movefore=3,state=2
:state=2,plrdistwithin=60:rotatetoplr,state=3
:state=2,plrdistfurther=60:rotatetoplr,state=1
;Sword Attacks
:state=3,random=6:setframe=98,state=55
:state=3,random=6:setframe=99,state=57
:state=3,random=6:setframe=94,state=7
:state=3,random=6:setframe=95,state=11
:state=3,random=6:setframe=96,state=30
:state=3,random=6:setframe=97,state=40
:state=4:rotatetoplr,etimerstart,state=5
:state=5,etimergreater=200:state=6
:state=6,plrdistfurther=60:rotatetoplr,state=1
:state=6,plrdistwithin=60:rotatetoplr,state=3
;sword 1
:state=7,framebeyond=94 40,plrdistwithin=60:plraddhealth=-10,plrfreeze=1,sound=audiobank\roman\swordattack1.wav,state=8
:state=7:incframe=94
:state=7,frameatend=94:state=4
:state=8:incframe=94
:state=8,frameatend=94:animate=1,state=4
;sword 2
:state=11,framebeyond=95 40,plrdistwithin=60:plraddhealth=-10,plrfreeze=1,sound=audiobank\roman\swordattack2.wav,state=12
:state=11:incframe=95
:state=11,frameatend=95:state=4
:state=12:incframe=95
:state=12,frameatend=95:animate=1,state=4
;sword3
:state=30,framebeyond=96 50,plrdistwithin=60:plraddhealth=-10,plrfreeze=1,sound=audiobank\roman\swordattack3.wav,state=31
:state=30:incframe=96
:state=30,frameatend=96:state=4
:state=31:incframe=96
:state=31,frameatend=96:animate=1,state=4
;sword4
:state=40,framebeyond=97 50,plrdistwithin=60:plraddhealth=-10,plrfreeze=1,sound=audiobank\roman\swordattack4.wav,state=41
:state=40:incframe=97
:state=40,frameatend=97:state=4
:state=41:incframe=97
:state=41,frameatend=97:animate=1,state=4
;KICK
:state=55,framebeyond=98 60,plrdistwithin=60:plraddhealth=-10,plrfreeze=1,sound=audiobank\roman\punch.wav,state=56
:state=55:incframe=98
:state=55,frameatend=98:state=4
:state=56:incframe=98
:state=56,frameatend=98:animate=1,state=4
;PUNCH
:state=57,framebeyond=99 60,plrdistwithin=60:plraddhealth=-10,plrfreeze=1,sound=audiobank\roman\punch.wav,state=58
:state=57:incframe=99
:state=57,frameatend=99:state=4
:state=58:incframe=99
:state=58,frameatend=99:animate=1,state=4
Second is a standard "guard" script. Character stands guard until player is within 300, then chases player (also adjust to meet your needs)
Save it to the "romanpack" folder in your scriptbank. Give it a Unique Name !!! Like roman_guard or something...
Test and let me know if all works
desc = Guard Swordattack
;Triggers
:state=0:animate=1
;DETECT PLAYER
:state=0,plrdistwithin=300:rotatetoplr,animate=4,state=1
;DETECT PLAYER
;run
:state=1,plrdistfurther=150:rotatetoplr,animate=14,runfore=5
;walk
:state=1,plrdistwithin=150:rotatetoplr,animate=2,movefore=3,state=2
:state=2,plrdistwithin=60:rotatetoplr,state=3
:state=2,plrdistfurther=60:rotatetoplr,state=1
;Sword Attacks
:state=3,random=6:setframe=98,state=55
:state=3,random=6:setframe=99,state=57
:state=3,random=6:setframe=94,state=7
:state=3,random=6:setframe=95,state=11
:state=3,random=6:setframe=96,state=30
:state=3,random=6:setframe=97,state=40
:state=4:rotatetoplr,etimerstart,state=5
:state=5,etimergreater=200:state=6
:state=6,plrdistfurther=60:rotatetoplr,state=1
:state=6,plrdistwithin=60:rotatetoplr,state=3
;sword 1
:state=7,framebeyond=94 40,plrdistwithin=60:plraddhealth=-10,plrfreeze=1,sound=audiobank\roman\swordattack1.wav,state=8
:state=7:incframe=94
:state=7,frameatend=94:state=4
:state=8:incframe=94
:state=8,frameatend=94:animate=1,state=4
;sword 2
:state=11,framebeyond=95 40,plrdistwithin=60:plraddhealth=-10,plrfreeze=1,sound=audiobank\roman\swordattack2.wav,state=12
:state=11:incframe=95
:state=11,frameatend=95:state=4
:state=12:incframe=95
:state=12,frameatend=95:animate=1,state=4
;sword3
:state=30,framebeyond=96 50,plrdistwithin=60:plraddhealth=-10,plrfreeze=1,sound=audiobank\roman\swordattack3.wav,state=31
:state=30:incframe=96
:state=30,frameatend=96:state=4
:state=31:incframe=96
:state=31,frameatend=96:animate=1,state=4
;sword4
:state=40,framebeyond=97 50,plrdistwithin=60:plraddhealth=-10,plrfreeze=1,sound=audiobank\roman\swordattack4.wav,state=41
:state=40:incframe=97
:state=40,frameatend=97:state=4
:state=41:incframe=97
:state=41,frameatend=97:animate=1,state=4
;KICK
:state=55,framebeyond=98 60,plrdistwithin=60:plraddhealth=-10,plrfreeze=1,sound=audiobank\roman\punch.wav,state=56
:state=55:incframe=98
:state=55,frameatend=98:state=4
:state=56:incframe=98
:state=56,frameatend=98:animate=1,state=4
;PUNCH
:state=57,framebeyond=99 60,plrdistwithin=60:plraddhealth=-10,plrfreeze=1,sound=audiobank\roman\punch.wav,state=58
:state=57:incframe=99
:state=57,frameatend=99:state=4
:state=58:incframe=99
:state=58,frameatend=99:animate=1,state=4
My games never have bugs. They just develop random features..
Lots and lots of random features...