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The ability to name and select a spell that's purpose is to implement special movement gfx in tandem with tile coordinate manipulation. More than just a teleport CLI command
In a scenario where you could create a system within the client that would allow a few 'levels of selectable movement' to be attached to a spell:
0 - is one adjacent tile either in a set of 2, 4, or 8 maximum adjacent tiles.
1 - is one adjacent tile (up to 8) then => one adjacent tile (up to 8 from new pos).
2 - is fixed-axis X/Y to maximum value then => Y/X to maximum value.
3 - is (X1,Y1) to maximum radius then => (X2,Y2) to maximum radius
4 - is a quantity of two options above in any order. (Admin/Experimental/Optional)
Where a skill would be activated but not completed until (all) the tile(s) were selected by a value restricted by each level rule.
Note:
I mentally/visually use a 3x3 for these movement spells, and count tiles where the 5th would be Current/Cursor Position.
A selectable set would be represented as lime green for available and forest green for unavailable.
I chose 2 as the maximum possible of phases to limit spell complexity given combat/map area commonly used.
I chose 3x3 as the basis for almost everything as it allows a major amount of complexity for a whole 2phase spell while still having finite yet fully extensible permutations.
Keeping in mind of NPC's utilizing the same spells, and having offensive options as well. Such as a taunt, charm, or combat lunges, dives, etc where there is a distance but the block traveled to is more dependant/responded to an enemy action.
SPELL-EXAMPLES
Name: Dodge Level: 0 Description: Action move allowing (2) adjacent tiles (N & S available) equal to the inverse axis for the facing direction of the last attacked NPC (NPC Facing E/W) (E & W Tiles Unavailable)
Name: Mirage Level: 1 Description: Shadow step to AdjacentTile (1,2, 4, 7, or 8 available) based upon axis of NPC's facing direction (NPC Facing W). Then once more to AdjacentTile (4, 6, 7, 8, or 9 available). Which leaves a shadow in your previous position both times. [Data-side both actions are 'adjacent tile of 5'] [Additional adjacent tiles not listed ^ are unavailable)
Name: 'Side Dash' Level 2 Description: [Facing E/W] Action move allowing selectable tile (up to 2) tiles N or S. (Inverse direction of MouseDrag 2 tiles unavailable) [This is a single-phase Level 2 spell, or could also be considered a directional Level 1 spell]
Name: Knight Level: 2 Description: [Facing E/W] Action move that will 'Side Dash' (up to 2) tiles N or S, then 'Heroic charge' (up to 3) tiles E/W from there. [This is a full Level 2 spell]
USE-CASES
Level 0 /Dodge: An action that would be useful for visually representing dodge chance, parry, reposte, counter, reflect.
Level 1 /Mirage: Allows visual representation to decoys or other evasive actions while providing manipulated movement bonuses during combat. The movement alone accomplishes this goal, the shadows in the description are flavor text. I made the selections of the tiles represented by a general direction, but this could be narrowed down all the way to two tile options by restricting the first phase to 2 specific tiles (1 or 7) then => 2 or 8, respectively.
Level 2 /Knight: If an RPG were to act like a chess board/tactics game, this spell would be necessary. This one is self explanatory and makes up the medium-complexity spells.
Level 3: Represents AOE based movement, say in the instance you'd like to avoid multiple AOE spells that may or may not overlap each other on the map, over shorter distances of time. This could be paired with dash animations that take place over tiles in an area or just on the selected location(s).
Level 4: Represents advanced controls and fine tuning for more specialized requirements.
CONCLUSION
I think the system as described is easy to utilize/consume without bias to genre of the setting. But it's just the basic principle of this idea that I'd be interested in seeing, not a 1:1 translation of my example. The system above is entirely my own thoughts on the process but were inspired by a few Indie 2D RPG-based titles I have seen recently. No additional graphics need to be added to make the system operable. But have the potential to allow for a few visual upgrades. I don't know/understand the full scope of combat priorities over time in the game loop, so I omitted the topic from my examples but understand that it would have to exist or be modified.
I understand that it's a gigantic feature to request, but it's actual usage could be simple, powerful, and extensible/scalable.
Duplicate Check
This feature request is not a duplicate to the best of my knowledge.
This discussion was converted from issue #1660 on November 18, 2022 20:24.
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Description
The ability to name and select a spell that's purpose is to implement special movement gfx in tandem with tile coordinate manipulation. More than just a teleport CLI command
In a scenario where you could create a system within the client that would allow a few 'levels of selectable movement' to be attached to a spell:
0 - is one adjacent tile either in a set of 2, 4, or 8 maximum adjacent tiles.
1 - is one adjacent tile (up to 8) then => one adjacent tile (up to 8 from new pos).
2 - is fixed-axis X/Y to maximum value then => Y/X to maximum value.
3 - is (X1,Y1) to maximum radius then => (X2,Y2) to maximum radius
4 - is a quantity of two options above in any order. (Admin/Experimental/Optional)
Where a skill would be activated but not completed until (all) the tile(s) were selected by a value restricted by each level rule.
SPELL-EXAMPLES
Name: Dodge Level: 0 Description: Action move allowing (2) adjacent tiles (N & S available) equal to the inverse axis for the facing direction of the last attacked NPC (NPC Facing E/W) (E & W Tiles Unavailable)
Name: Mirage Level: 1 Description: Shadow step to AdjacentTile (1,2, 4, 7, or 8 available) based upon axis of NPC's facing direction (NPC Facing W). Then once more to AdjacentTile (4, 6, 7, 8, or 9 available). Which leaves a shadow in your previous position both times. [Data-side both actions are 'adjacent tile of 5'] [Additional adjacent tiles not listed ^ are unavailable)
Name: 'Side Dash' Level 2 Description: [Facing E/W] Action move allowing selectable tile (up to 2) tiles N or S. (Inverse direction of MouseDrag 2 tiles unavailable) [This is a single-phase Level 2 spell, or could also be considered a directional Level 1 spell]
Name: Knight Level: 2 Description: [Facing E/W] Action move that will 'Side Dash' (up to 2) tiles N or S, then 'Heroic charge' (up to 3) tiles E/W from there. [This is a full Level 2 spell]
USE-CASES
Level 0 /Dodge: An action that would be useful for visually representing dodge chance, parry, reposte, counter, reflect.
Level 1 /Mirage: Allows visual representation to decoys or other evasive actions while providing manipulated movement bonuses during combat. The movement alone accomplishes this goal, the shadows in the description are flavor text. I made the selections of the tiles represented by a general direction, but this could be narrowed down all the way to two tile options by restricting the first phase to 2 specific tiles (1 or 7) then => 2 or 8, respectively.
Level 2 /Knight: If an RPG were to act like a chess board/tactics game, this spell would be necessary. This one is self explanatory and makes up the medium-complexity spells.
Level 3: Represents AOE based movement, say in the instance you'd like to avoid multiple AOE spells that may or may not overlap each other on the map, over shorter distances of time. This could be paired with dash animations that take place over tiles in an area or just on the selected location(s).
Level 4: Represents advanced controls and fine tuning for more specialized requirements.
CONCLUSION
I think the system as described is easy to utilize/consume without bias to genre of the setting. But it's just the basic principle of this idea that I'd be interested in seeing, not a 1:1 translation of my example. The system above is entirely my own thoughts on the process but were inspired by a few Indie 2D RPG-based titles I have seen recently. No additional graphics need to be added to make the system operable. But have the potential to allow for a few visual upgrades. I don't know/understand the full scope of combat priorities over time in the game loop, so I omitted the topic from my examples but understand that it would have to exist or be modified.
I understand that it's a gigantic feature to request, but it's actual usage could be simple, powerful, and extensible/scalable.
Duplicate Check
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