[SUPPORT] Advanced Turn Based Tile Toolkit

Hey all, as noted in my last post, time is in extremely short supply for me these days, for one more week. I’ll give you what answers I can give off the top of my head. If you need more in-depth answers please prompt me again from May 9th and onwards.

Thanks for the new writeup, ! This will undoubtedly be useful for other people, and certainly for me personally. It helps me see how clear I make my points and what I should go into in future videos. I do not have time to read through now, but I’ll return next week.

Are you using the very newest version? One of the things I added was automatic assignment of ID. It is in the construction script and looks like this:


And don’t worry about your English. It is good and you explain yourself well. English isn’t my native tongue either :wink:

This has to do with the action system. Even though damage is applied at the correct time according to game logic, when it comes to animations it will appear after movement as it is the next action in the queue. Making actions play well within other actions is one of the things that is really quite cumbersome in the current version of the toolkit. One way to do this is to bind the damage display effect to when the unit enters the appropriate tile during movement animation (when it call the OnUnitEnter event dispatcher), but it is a bit awkward to do. However, if you have a bit of patience, the very next thing I will be adding to the toolkit is an improved solution for animating actions within other actions.

The climb animation stuff can be found in the Experimental map in maps/Experimental. Be warned that it is not very polished yet, but it should provide a good starting point.