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@.@ Now I'm confuzzled. How do you do a script call each time you move?
@.@ Now I'm confuzzled. How do you do a script call each time you move?
<formula effect>
var pos = b.getBattlePosition();
a.moveTo(pos);
</formula effect>
So Move would be selected like a skill would be if you were attacking with it. Is this correct?
Very interesting work here. I see you are moving swiftly along so I hope it is not too late to make a few suggestions:
While you are moving past an enemy if you are close enough trigger a strike (like trying to run around the flank but getting stopped by a melee enemy).
I noticed this in your code:
// doesn't make sense to have actors move forward when it's their turn.
Sprite_Actor.prototype.stepForward = function() {
// this.startMove(-48, 0, 12);
};
you probably want the user to be able to keep this kind of thing and Yanfly has a whole bunch of them for specific kinds of attacks you will want to keep.
I hope you will include some kind of terrain (if you are next to a bush you are harder to hit--if you are next to a rock you are higher and can shoot farther etc).
But lastly--why have a grid at all? You know where the sprites are and how big they are (width, height) so you could just manipulate x,y screen coords and test for distance to see if they can be hit. If you want state effects (like being in the back is safe) just say if x>700 etc.
Just my 2 cents.
It looks like you are doing very good work and I look forward to testing it all at some point.
yours
winkr7
How do I set up the Move skill? Or is it just putting the formula into the notes?
One problem when getting rid of the Grid is checking for sprite overlap. The easiest hitbox is just the graphic width,height of the sprite. In order to move one battler to another location you will want to check if the destination is "empty" in some cases which means checking for overlap of all the sprites hitboxes. Runtime this is trivial for even 200 hitboxes, but I am not sure PIXI has this and writing it out would be a subroutine. IE given a rect at a location return a list of all overlapping battlers. If you intend to move the sprite and want to have it not be able to overlap while moving (except perhaps through your own battlers and perhaps flying over terrain hitboxes) you have to run the check at evenly intervals along the proposed path.
This is just an alternative to the grid, and something you might want to consider.
@Tsukihime I'm not using any tests yet. Soon I will be starting the eventing in my game, and since my mapper is using the 3D plugin, I thought the grid battle system would blend well with the maps.
I'm using Fallen Angel Olivia's side battle UI.
Any word on how these two plugins will interact? I love the grid concept but I really don't want to go back to the default UI.
I'm using Fallen Angel Olivia's side battle UI.
Any word on how these two plugins will interact? I love the grid concept but I really don't want to go back to the default UI.
I"m in the same boat. This plugin looks amazing and I have been following it's progress closely. I would LOVE for it to cooperate with the Olivia's UI too (fingers crossed).