@Pharonix
Asking you since you seem to be the expert on this plugin at this point.
I'm attempting to create a "jump" skill that will allow PCs to jump over a 1 tile wide obstruction (region 249). I would like the jump to go, at most, two tiles and I would like to make sure that the player needs 2 tiles of remaining movement in order to use it. Ideally. At this point I will settle for anything that actually works.
I tried this: circle(e.getMovePoints()-2)
I also tried this: circle((e.getMovePoints()+1)/2)
The problem is that if the scope returns a 0 or a negative number, the plugin crashes. So if I select the skill with the first setting after having moved 2 or more spaces (character can move 4) -- crash. If I do the second option it crashes if I use up my full movement and then try to use it.
I assume it needs a valid target in order to not crash. It has no target on a 0 because the scope options require that the cell be free, and it crashes on a negative number because math.
Given that different characters have different movement points, status effects and equipment can add points and take away points, etc, I'm not sure how I can set up any movement skill that is based on remaining movement points with any subtraction that wont crash for one character or another under some circumstance.
Is there a way to make it not crash if the scope fails to return valid targets? Is there some better way to set this up?
For now I'll just do (e.getMovePoints()/2)+1. This wont crash, but it will allow them to move 1 space beyond their movement limit. Please let me know if there's a smarter way to do it.
Also, I think it would be cool if the community could fork this plugin and continue to develop the current version. I think it's safe to say that official development has ceased at this point. No idea whether that's allowed under the terms of use -- or what the terms of use are, for that matter, since they are a dead link. I lack the capability make anything except the most basic changes. So that's my only hope.