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DarkBASIC Discussion / Tactical Battle Engine Movement Help

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LordDario
22
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Joined: 26th Apr 2003
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Posted: 17th Jun 2005 09:23 Edited at: 17th Jun 2005 09:36
First off thanks to nanobrain and everyone else who helped me with my other tactical battle engine question with attack range. I have another question though about another problem im having with my 2d tactical battle engine, and that deals with movement. If anyone here has ever played shining force or pretty much any other tactical rpg, you know that whenever its someones turn and you select movement option all the squares of where you can move highlight, so that if the player had a movement stat of 4 for example he could move 4 squares up,left,down,right and 2 squares upleft,upright,downleft and downright. The problem im having is how would i add in terrain reductions and inpassable tiles. So that if there is grass to the right of a character the movement is cut in half or if there is a wall to the left of the character he cant move in that direction at all?

Any help is appreciated.

[quote]All you have to fear is coding itself
waffle
22
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Joined: 9th Sep 2002
Location: Western USA
Posted: 17th Jun 2005 13:07
Here is a method... just a theory though.
I use this method in my Feudal game ...

you start at the location of the selected unit,
then for each direction you scan to, you change
the total available movement factor based on terrain
restrictions, and then repeat the test for the surrounding
locations with the new lower movement factor.
LordDario
22
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Joined: 26th Apr 2003
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Posted: 18th Jun 2005 01:30
how would you do the direction scan though?
Zac
20
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Joined: 10th Sep 2004
Location: Florida
Posted: 18th Jun 2005 09:09
array? for like a tile set of sorts?

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