[SUPPORT] Advanced Turn Based Tile Toolkit

@Anzak: Hi, sorry for taking so long to respond. I’m taking a course in Boston and so I’ve been pretty busy. It seems like you have solved a lot of your problems yourself, though I apologize for not being here to make the process less frustrating.

I’m a little confused on your method for revealing tiles, though. The way the toolkit works is that it generates walkability and heightmaps at startup, and after that it can only be modified directly through the edge array. If an area of the map is not walkable at the beginning of the game because you have added a tall collision volume blocking PathTrace at this location it should not become walkable later if you remove this collision volume, as the edge array is still the same.

I’m not sure I understand how your solution is currently working. I would recommend printing values from the edge array at various indexes you know to have tiles that are revealed, tiles that are not yet revealed and indexes of walls to see what is going on under the hood. As for tiles in range showing up in unwalkable areas of the map I would look at my solution in the 25th post of the 13th page of this thread.

There will be a new function in the next update called Spawn Tile, which will allow you to easily spawn tiles and add their edge costs to the edge array appropriately at runtime. This is another method you might consider for adding dungeon rooms at runtime.

@MicahM: All information about the HUD is stored in HUD_Faction_Turn. Look at the event graph here to see how it works. ATBTT_GameMode simply calls a custom event in this event graph to modify the current displayed text. You could certainly do something similar with XP, adding inputs to a new custom events for XP-gained and XP to next level (which you would probably want to get from your current unit) and changing the value of a displayed string to these values.

You should be able to store XP in the unit blueprints just like I currently store health. Health is modified at runtime in the individual unit without affecting other units of the same class, and XP would be much the same. If XP is something you want all units to have you can add it to Unit_Parent. If it is not then it’s better to modify one of the other unit blueprints and either duplicate this unit to make others or having this be the parent blueprint for any further units with XP you add.