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PostPosted: January 21st, 2006, 9:38 pm 
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Joined: June 25th, 2005, 11:33 am

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doyleman wrote:

1)make 1 event, naming it grid, and place them on the map like so:

UUUOUU
UUOOOU
UOOXOO
UUOOOU
UUUOUU

Where U is the map, O are grid tiles (which I recommend either colored buildings made up of just a 1/2 step block colored blue or something, or a 'river' object) and X is the basic party/dummy character 'test'.
Then, make an event, name it 'test', and assign it's action script as one that allows it to bypass both objects and characters and make the event any character model.
Lastly, make a script like so:

Event: Control: Change: 'test'
Event: control: event info load
Data: game info load
Event: Motion: Walk: 80
Script branch: repeat: event X > party x
--event: move: West: 1 step at 20F per step
---Data: Game Info Load
--Event: Control: Event Info Load
Script Branch End
Repeat: Event X < Party X
--Event: Move: East 1 step at 20F per step
---Data: Game info load
--Event Info Load
Script Branch End
Repeat: Event Y > Party Y
--Event: Move South 1 Step at 20F per step
---Data: Game Info Load
--Event Info Load
Repeat End
Repeat: Event Y < Party Y
--Event: Move North 1 step at 20F per step
---Event Info Load
--Data: Game Info Load
Repeat End
Event: Motion: Walk 100

And set this script to that grid event, with the condition of either examine or talk.
Set the 'test event' smack dab in the middle of the grid on the event placement, and now try it out. What should happen is when you examine a grid, it checks where the party is (we'll pretend the party is a cursor), and moves to it.

I had a much more detailed battle system, but it wasn't perfect.

You may have to play around with the 'Event: Move 'direction 1 step' and change the Frames per step to get your desired results. anyway, have fun with it. I'll try and help more (and I'm sure I'll have to, you can't rush this kind of programming, it hurts the head)


Okay...I did all of that exactly and I understand what you're getting at, but I can't seem to manipulate that system enough. Can you try to explain it more? Right now I just basically want to be able to point my cursor over my unit (my unit is an event now) and then press X-then the cursor disappears and the movement grid appears-then my invisible character's VFX will change into an arrow, and whichever direction I choose the arrow follows, and I can go around in circles with the arrow forever. Then wherever I decide to move the arrow to, I press X and the unit goes to that spot. Then the unit walks in place in that space until I press X again and then the move is permanent, thus turning the unit gray.

The system above is my first challenge, please provide any help you can, thanks!


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PostPosted: January 21st, 2006, 10:51 pm 
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Joined: September 5th, 2005, 7:57 pm

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that system was a general basis for the grid and cursor. I was hoping it'd be enough for you to understand how most of the stuff would work. I posted a reply @ doans saying how some one was making a guide for a tactical system, but i haven't heard of him for awhile, so I'm working on one now, just hold on for awhile. I will say it helps though if you keep toying with the cursor and think (it will be hard to think, believe me, it took me like 2 months to figure how to make the grid appear/disappear), but it helps if you figure it out yourself.


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PostPosted: January 22nd, 2006, 2:13 pm 
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Joined: June 25th, 2005, 11:33 am

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Alright, well I guess I'll have to wait for you guide to come out (I'll do as much as I can for now). When do you think Version 1.0 will be released?


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PostPosted: January 23rd, 2006, 10:17 pm 
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dunno, i just said i haven't heard of him in awhile. I'm hoping soon, so that I may figure out what's wrong with the one I had made. He said he'd have it up soon like 4 months ago or so, then I haven't heard of more than that after.


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