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If you are an artist interested in working on this project, please feel free to email me. I am looking for a pixel artist as well as a 2D character designer for portraits.

Some of the images used as placeholder art are copyrighted by their respective owner, Square Enix. These resources include custom sprites by the artists at http://ffhacktics.com/. Other resources seen are either created by myself or are credited to their respective owners on the Credits page.

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formula:movement

Movement

This page will focus on the formula and code behind movement types and their sub-types. If you are looking for a more general synopsis on movement, see Unit Movement.

Move Type

This is a set of rules for how to move over different terrain types. Currently there are three (3) sub-types in the Move Type attribute. These are Land Move, Water Move, and Lava Move.

All Move Type sub-types have the defaults:

None
No movement is allowed over this terrain.

Hover
The unit hovers above the terrain ignoring any terrain effects.

Land Move

As the name implies, this is how a unit moves over land-based terrain which will make up the majority of most maps. The different types of Lane Move are as follows:

IgnoreUsed with the Teleport, Fly, and Hover Move Types to determine whether or not a land tile is considered an obstruction.
RigidMove costs over 1 are doubled.
AverageDefault move costs.
NimbleMove costs over 1 are halved.

Water Move

As with Land Move, Water Move dictates movement when it comes to water tiles. This includes all bodies of water. The different types are as follows:

  • Bypass
  • Walk
  • Wade
  • Swim

Lava Move

Very similar to Water Move, Lava Move dictates movement (if possible) over tiles that are made up of lava. The majority of units will have no way to go anywhere near Lava so this is a highly specialized movement type. The different types are as follows:

  • Bypass
  • Walk
  • Swim
formula/movement.txt · Last modified: 2019/01/28 18:44 by lou