Currently, I *think*, I can set the action point cost of a GridMove to either 0 or non-zero, but what I'd really like to do is cost the player one point for each hex he crosses. Is there a simple generic way of doing this? I am pretty sure I can create a really hack-y way wherein the player has to input each move one hex at a time, but ...
Is there anyone who has played around a good bit with Grid Battles who can point me in the right direction? I was really originally just going to use Classic Turn-Based Battles, because pirates are MOSTLY melee... but the added tactical challenge of grid battles is just too good to pass up.
Any guidance or advice is appreciated!
jim
Player does have movement range, and tiles have movement range cost, so there may be a way to hook up movement range points to action points.
But it would be nice to have a way to do it from the start like it's done in most western RPG turn based games. Where usually each turn a player has certain number of action points. Both abilities (Attack/Spell) and movement used up this universal action points. And each tile costs certain number of action points.
So for example if you have 12AP per turn, and each tile costs 2 points to cross. You can cross maximum of 6 tiles, or you can cross 3 tiles, used up 6 AP, and have 6AP left to attack or cast a spell.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
...i'm talking to a guy named gamingislove and agreeing with a guy named hellwalker.
The internet is weird.
Signed,
ChainsawPenguin. :)
1 - Move 6 hexes
2 - (ATK1) + (ATK2)
3 - (ATK1) + Move 4 hexes
4 - (ATK1) + Move 2 hexes + (ATK1)
5 - Move 1 hex + (ATK2) + Move 1 hex
... and so on. There may already exist a way to do something like this, but it's not immediately clear. Wasteland 2, along both of the original Fallout games, used a system like this.
Just adding on to the wishlist!! :)