Is there a way to equip a enemy with skills and weapons? Also, can they trigger skills by targeting the player? This the code I messing with, it currently works until they start trying to use skills. I have a Equipment widget (duplicate of the default) specifically for the enemies, I just wanted to know if this was a something that could be done.
give_skill("SKILL_0007");
give_skill("SKILL_0008");
give_skill("SKILL_0012");
give_item("ITEM_0015", 1);
give_item("ITEM_0007", 1);
widget["Equipment2"].element["0006"].item = "right_hand";
widget["ENEMY SKILL BAR"].element["0001"].skill = "SKILL_0007";
widget["ENEMY SKILL BAR"].element["0002"].skill = "SKILL_0008";
widget["ENEMY SKILL BAR"].element["0003"].skill = "SKILL_0012";
widget["ENEMY SKILL BAR"].element["0004"].skill = null;
widget["ENEMY SKILL BAR"].element["0005"].skill = null;
equip_item(self, "right_hand", "ITEM_0015");
play_sound("chest");
play_animation(self, "push");
if global.property["Gang Doritos"] >= 51 and global.property["visited"] != true then
use_skill("SKILL_0007");
use_skill("SKILL_0008");
use_skill("SKILL_0012");
apply_status_effect("STATUS_0003", entity["Thomas"], 6);
apply_status_effect("STATUS_0002", entity["Thomas"], 8);
apply_status_effect("STATUS_0001", player, 8);
damage_entity(player, 100);
start_dialogue("Thomas2");
entity["Thomas"].behavior = "Thomas (Hostile)";
end;```