[SUPPORT] Advanced Turn Based Tile Toolkit

Hi Toad, this should do the trick:

https://i.imgur.com/AVJ6oxl.png

All the default abilities call the SignalAbilityExecuted event after they have been used. This in turn calls RunAfterAbilityExecute in the TurnManager, which by default ends the current unit’s turn if it has 0 AP remaining. Abilities have a bool called bUseEndsTurn which causes AP to be set to 0 no matter how many remain if PayAPCost is called. You would naturally want to set this to false for your ability. Also setting MoveCostType in the ability to FromPathfindingCost will cause the AP cost when moving to be determined by the cost of moving to a tile (this can be overridden in abilities). Hope that is enough to get you started.

Thanks for the suggestion. I actually had that feature in some earlier versions, where a crosshair showed up next to the health bar of enemies that could be attacked from a tile. It got removed during a refactoring, but it is something I’ll put on the list of things to add back in the future.