• Pretty much. But, main difference being that what I already implemented doesn't make use of grid move, so it's more awkward to make things like status effects that reduce or increase the move you can do on your turn without also impacting your turn timer. When getting into discussions about how it all works with my project lead he decided that we should swap to using the normal grid battle system for movement, but wanted to know if it was possible to use something like what we implemented only for the initial move phase of combat. Sort of like how movement works in Valkyria Chronicles, if you're familiar with that game, only on a grid map and with the opportunity to make multiple attacks.
  • I'll probably need more details on how you did your setup for the custom movement, but you can already use grid move and reduce the move range of the combatant via the event system (Change Grid Move Range node).
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  • Like... in the event for the move ability have it reduce the move range by 1 with each use? That would be huge. How do I do that? And if I did that would there be a way to make the ability not cost turn time?

    Right now, if I give the players grid move and have the grid movement abilities set up then they can use grid move and move on their own via the abilities. Can you have grid move but disable cell selection for it?
  • Yes, as said, use the Change Grid Move Range node to change a combatant's move range :)
    The ability not costing anything can be set up in it's settings - depending on which battle system you use, e.g. the Turn Action Cost for turn based combat, override it and set it to 0 cost.

    You could set up a custom grid move ability (not using ORK's grid move) that waits for the user's input (direction keys and probably a cancel/stop key) and moves accordingly.
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  • It also just occurred to me that I could turn off the auto-call to grid move selection so that the directional pad controlled movement, reducing move as the combatant went, and there won't also be a cell selection thing going on at the same time.
  • Well, yeah - if you don't use the actual grid move command (cell selection), using auto call grid move at the combatant's turn is not very usefull :D
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  • I feel pretty stupid. My team lead and I have been going back and forth on how we want to do things because of this, very easily solved, issue. =p
  • Everything is easily solved if you know how to do it :)
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  • How do I check how much grid move a combatant still has in a battle event? what's the node for that called? And what is the node for reducing?
  • That's a job for the almighty Check Status node, using a Grid Move Range check.

    When there's no dedicated node for it and it's something combatant status related like this, you can usually assume that it's in the Check Status node :)
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  • Wow. Having just looked at the breadth of what the Check Status node can do I see what you mean. Also I implemented this and it works like a charm. I haven't gotten a controller set up so I can test it on an analogue stick but I'm looking forward to it. Thank you for all your help!!!
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