I've been thinking about what would be an accurate way to cast movement in the same style as a game like Final Fantasy Tactics. I could just use a proc like get_circle() from AbyssDragon's Math library, but I want terrain like forests, if tread through, to reduce movement, so that won't work.
My original idea was to send out something called a tracer obj that will trace every possible path by taking a step, sending out more tracers objects in every direction except the way it just moved, then delete itsself. But that doesn't sound too efficient.
Any one with some better ideas?
P_S
ID:265462
![]() Jul 28 2005, 9:00 am
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You could create a proc like:
(pseudo code) imadatum Something like that would work, a crude algorithim though =p |
Well, the character can move to any tile within it's range. But if you are forced to move through something like a forest, it uses up an extra movement.
P_S |
I think you should look up the orange() proc, as well as consider what a simple piece of code such as:
for (var/turf/a in orange(src.movement_max, src)) could do. Hiead |
DeathAwaitsU wrote:
Could you elaborate this further for those less educated in how Final Fantasy Tactics works? Cast away the evil soul who has not experienced the world of FFT. Hopefully, you've at least played FFVII(the best of the best, IMO) Hiead |
That won't work at all. orange counts diagonals as 1 space which I don't want (forgot to specify that). Also, I have to check each individual tile for a forest, and reduce the movement if treading through the forest, to shorten that particular path. Then each tile that is perpendicular to the tile current tile, and find out if, with the current amount of movement points left, if they can reach it. (Hope that makes sense.
I'm sorry for the confusion, I should have made myself clearer. Also, I should've mentioned that the movement is identical to Advance Wars. I suppose that game escaped my mind for a minute there. By the way, if you're interested, here's what the movement looks like (Just wrote the code the two nights ago). http://i10.photobucket.com/albums/a120/ProdigalSquirrel/ movement.png P_S |
Well for the range thingy... couldnt u just make like a variable for the player like for how many times it could move.. Once it moves, decrease it by one(if its zero, cancel movemetn). And when it gets into a forest, Use the Bump() proc to try to move into a forest (make sur if u dont have enough movement "points" you cant move into it) It will take up 2 instead of one.. (oh and if u want like a overlay thingy?, use
ze Entered() proc) |
Actually, chinese, but thats just one country below russia...so...tats close enough *RUSSIAN POWER!?!?!?*
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Could you elaborate this further for those less educated in how Final Fantasy Tactics works?