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Wavelength
Wavelength
Whoooa, that is freakin' awesome - well done! I love it. Definitely becoming the coolest version of an AoE system I've seen in RPG Maker to date.

Very cute skit as well - never mess with the Shopkeeper!!
Wavelength
Wavelength
BTW, when I made this kind of system, the way I handled collision checks (and avoiding battlers landing on the same space) was to move the battlers one square at a time (on the back-end logic, not visually where the player can see it), and broke the loop when the battler would run into anything (or when the full move distance has been attained).
Wavelength
Wavelength
And when multiple battlers were moving in a direction, I'd start with the battler who's already furthest in that direction, then the second furthest, etc. It's a little harder when you're pushing to or away from a certain point but there are still reasonable ways to judge who is "the furthest" toward a given destination.
richter_h
richter_h
Lookin' good, aye. Also, if stacking enemies on a single cell is possible, you can pull that one particular Radiant Historia gimmick over there. Just sayin'
KakonComp
KakonComp
I want to use gravity skills to pull all enemies in one area; this makes that a possibility, cool.
Tsukihime
Tsukihime
@Wavelength One space at a time makes sense. if a train was passing through and you were going to fly towards the train, you probably should be colliding with the train. I intend to add something like "collision" effect as well, so maybe you get damaged if a rock smashed into you.
Tsukihime
Tsukihime
@Wavelength Moving furthest/closest is a good solution. Though might get tricky as well for certain cases. Imagine your skill is more like a wave that extends outwards. First it hits the ones closest to you, which knocks them back. But then they can't get knocked back, because they would smash into the targets behind them. But this advanced case can be re-visited at a later time.
Tsukihime
Tsukihime
@richter_h There are cases where it could stack. Might be kind of weird and would need some customizations for the visual, but it's a valid use case. What's the radiant historia gimmick?
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Tsukihime
Tsukihime
@KakonComp with grid targeting, you would also be able to throw a gravity bomb across the map and pull enemies around it towards it. And maybe die if they get sucked into it.
richter_h
richter_h
@Tsukihime Radiant Historia uses the grid system as part of some sort of enemy placements. Party members can push, pull, or drag them; in most cases, the game encourages player to make a combo attack that involves stacking a group of enemies on a single cell.
richter_h
richter_h
When they're on the same cell, player's party can deal full damage to all of them in one fell swoop, most of the time dealing massive damage when it's chained into combos.
Visually, the enemies are not entirely stacked on a single spot; they occupy their own spot within the cell area. When a turn passed, enemies will reposition themselves simultaneously. Indeed, the stacking is temporary in this case.
Dororo
Dororo
Radiant Historia gimmick:
The Stranger
The Stranger
Pushing and pulling enemies around the battlefield could be interesting. You could perhaps have skills that lay traps and mines on specific tiles, which activated when an enemy moves onto them. You could also have buff tiles that you can shove enemies off of.
Tsukihime
Tsukihime
@richter_h multiple battlers can be stored in a single tile as an array or something. For the visual thing, probably will need to do some math to "spread them out" a bit. Damage on "all targets on a tile" probably can use single-tile AoE logic (collect all battlers on tile). Though bonus based on number of enemies is something to consider how to offer for devs

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