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When Casting a single enemy spell, your character moves over to that enemy that you cast the spell at. How do I stop the player from moving over to the oponent after casting the spell?
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Are you double clicking? Are you using a turn based system? Maybe this info will help us figure something out.
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Originally posted by Albadar: **Are you double clicking? Are you using a turn based system? Maybe this info will help us figure something out.
**
It's just the standard Pog type system. Real-time and I don't double click.
Originally posted by GrahamVH: **It's just the standard Pog type system. Real-time and I don't double click. **
If you have to select the target by clicking on it, usually holding down the "z" key for "defend" will halt the hero's motion. Otherwise, the hero will move to where you click.
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i assume you want to keep your character from moviung ingame instead of having the player hold down defend, what about when you cast a spell, making the characters movement 0 for the duration of spell or a certain time afterwards after a spell is cast? can you tag that on to a spell?
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I'm pretty sure that wouldn't work, DJ. If you set his movement speed to 0, he wont stop trying to move towards the target, he'll just think that hes still walking, and will keep doing it. Once you reset the speed, he will still walk towards the target. Also, i believe 0 isnt totally stopped. It's just really slow.
One thing I have speculated is, after casting a spell like that, making all movement tiles around the player inaccessible, but i can see where this may cause some problems if an enemy is right next to the player. Or a passive NPC. Then again, maybe not. Try that. Make PlayerX -1, playerY -1, PlyerX,PlayerY -1, etc. inaccessible. Another thing I have thought of is making the "cast" animation of the hero be fairly long, but, that could be annoying in more than one way, and maybe not even work.
Another thing you could try is, as soon as you cast the spell, relocate the player to the cell that he is standing on. This may interrupt the moving process. This could even work pretty good if his cast animation is playing out, because it wont look like TOO much of a jump.
Just a few ideas :).
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Correct me if i'm wrong... the animations/character animations used in POG do not chase, when spells are cast.
Dissect these files in the animation editor, they have a very complex array of keyframes, that pinpoint the precise point of action/interaction for each frame.
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Originally posted by OgreBob: **I'm pretty sure that wouldn't work, DJ. If you set his movement speed to 0, he wont stop trying to move towards the target, he'll just think that hes still walking, and will keep doing it. Once you reset the speed, he will still walk towards the target. Also, i believe 0 isnt totally stopped. It's just really slow.
Thanks,wouldn't just making the cell that the player is standing on inaccessable? It works on NPCs.
Originally posted by GrahamVH: **Thanks,wouldn't just making the cell that the player is standing on inaccessable? It works on NPCs. **
In PoG, and I assume other similar maps, if you teleport to a blocked tile, that tile becomes accessable for the time you remain in that map. OgreBob's idea of blocking the tiles around the hero is the only way to keep him from moving with tile changes. You would have to block eight tiles and then the hero cannot move or even turn around. He can, however, still hit or block or cast spells from his imprisonment. I believe that NPCs also have to have surrounding tiles blocked to prevent their movement, although I have not tested this theory. In other words, blocking one tile will not work for you. ~RD