Attack Player
What it does
Asks the selected Enemy NPC to enter its chase-and-attack behavior. The effect has no target picker: the enemy AI decides who to pursue using its own runtime targeting behavior.
Use it to begin a scripted encounter after another task state is reached.
Required item compatibility
This effect is available only from an Enemy NPC. It is not a general NPC, Trigger Zone, or building-item effect.
Setup
- Select the Enemy NPC that should attack.
- Add Attack Player to the task state that should start the encounter.
- Use another task transition or an enemy reset path to end or restart the encounter when needed.
- Test with a player in the intended play area.
Settings
There are no settings for this effect.
Tiny example
A player enters an arena, which moves a task to Active. The Enemy NPC's Active state runs Attack Player to begin the encounter.
Test and troubleshoot
- The effect does not choose a named player or guarantee the nearest player; test the enemy's actual targeting behavior with more than one player.
- Make sure the Enemy NPC can move in the intended area before relying on the encounter.
- Use Reset Enemy when a round needs to clear the enemy's current chase state.
