Hi, BYOND Developers. I was curious about a certain type of Battle System which involves limiting movements per turn. Meaning, if you engaged in a battle, a movement proc would begin similar to Fallout/Final Fantasy Tactics. An Image may help for what I'm talking about -
I am not sure how I'd spawn a tile to spread out in places you can walk to if it's your turn, but it wouldn't allow you to move to a solid position (wall, water, building, etc). A walk in the right direction, or an example would be excellent.
I am also gonna be spawning a barrier around the battlefield in which you fight at. So It's gonna be a large invisible square so other people on the map can't interfere. I know how to approach that, but not as well as I want. Thanks for reading my topic, and thanks to those who will lend a hand.
ID:161729
Apr 7 2008, 7:11 am
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In response to RanEsu
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RanEsu wrote:
umm mabey trying somthing like > mob/var/move1=(number of tiles) mabey, buy im not sure I think I'd probably make a check to see if a turf is dense, then I can't move there. That way I wouldn't have to add any additional code for each dense turf. |
lucky for you, I just wrote this a few hours before you posted. I'm working pretty hardcore on a really complex roguelike which uses a similar system to FFT/D&D for movement.
First off, create an icon file with a red block with about 128 alpha. Name the file dither.dmi, and the icon_state "red". Next, you are going to need to write the comb_turn datum, which handles movement and limitations, as well as allows a player in-combat to move. comb_turn Now, you need to move on to the combat datum, which will handle the creation and flow of turns. combat Last, you have to modify and add a few things in the mob object. mob This is a really simplistic approach, and will need a lot of work done to it to be used in a game. This demonstrates the skeleton of my in-combat movement engine. Have fun! I dunno if there are any errors, here, so just check with me if you find any. I had to REALLY water down my code to make it independent of all my other systems in my game, and I had to add a few bits, like the highlighting of terrain. |
In response to RanEsu
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Ever hear the phrase: "The blind leading the blind"?
That's an excellent example of it. Good on you for creating a fantastic example of the phrase. |
mabey, buy im not sure