Jump - IMPLEMENTED
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- Site Admin
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Re: Jump - IMPLEMENTED
that can jump over only walls. also not tru hills
- Alexander82
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Re: Jump - FINALIZED
Is it too complicated? I thought it was just some sort of teleport
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- Puss_in_Boots
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Re: Jump - FINALIZED
yes, but coding needed.
Re: Jump - FINALIZED
Pls add it,I will want to see it in AoU.
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Re: Jump - FINALIZED
ok, but i dont know how it would work exactly.
if you can define maybe i can guess how much time to code it.
i mean i dont have a clue how to make a teleport how to designate target location and stuff like that.
so please give me a deatiled events or steps to use this teleporting thing.
if you can define maybe i can guess how much time to code it.
i mean i dont have a clue how to make a teleport how to designate target location and stuff like that.
so please give me a deatiled events or steps to use this teleporting thing.
Re: Jump - FINALIZED
Its like move unit to target and visionable (I mean location that you see terrarian and units-to avoid teleporting in obstacles and other units) location in range x.
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- Alexander82
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Re: Jump - FINALIZED
I think there is a trigger with a similar effect. It should basically "remove" the unit from the place it is and "recreate" the same unit (with every status it had) in another tile in range.Stratego (dev) wrote:ok, but i dont know how it would work exactly.
if you can define maybe i can guess how much time to code it.
i mean i dont have a clue how to make a teleport how to designate target location and stuff like that.
so please give me a deatiled events or steps to use this teleporting thing.
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Re: Jump - FINALIZED
ok. but how??
i mean what clicks you do to have this?
i mean what clicks you do to have this?
- Alexander82
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Re: Jump - FINALIZED
1) use button
2) the movement range (2) appear on the screen
3) movement conditions are that you can't be blocked by obstacles and or enemy units and must click a free tile
4) click a tile
5) the unit move to that tile
2) the movement range (2) appear on the screen
3) movement conditions are that you can't be blocked by obstacles and or enemy units and must click a free tile
4) click a tile
5) the unit move to that tile
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Re: Jump - FINALIZED
ok, this for the jump, but i thought in general it will be like:
a caster casts teleport
somehow selects unit to tleport
somehow selects the target location
for jump, yet seems similar to siegetower effect but you should be able to jump tru obstacles (even hills) that is a "walkability" that you can not currently change.
a caster casts teleport
somehow selects unit to tleport
somehow selects the target location
for jump, yet seems similar to siegetower effect but you should be able to jump tru obstacles (even hills) that is a "walkability" that you can not currently change.
- Alexander82
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Re: Jump - FINALIZED
can't we simply give it an effect that last only until next movement?
Age of Fantasy design leader
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Re: Jump - FINALIZED
we can, for the jump is good, but as a "teleport" spell of a caster as you said in some other thread for that is what is said.
so yes jump can be simple ability button, but currently can not jump over obstacles.
so yes jump can be simple ability button, but currently can not jump over obstacles.
- makazuwr32
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Re: Jump - FINALIZED
I suggest to only able to jump through units only. And can use either jump ability or movement - not both.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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- Alexander82
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- Alexander82
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