- new grid settings will be added to the editor (probably in the battle settings), e.g. cell size, grid type (square, hexagon), prefabs, etc.
- each grid cell is displayed through a spawned prefab, you can define different prefabs for different things like moveable cells (when using the move command), blocked cells, ability affect ranges, etc.
- the grid is set up in the scene, i.e. a new component to define the starting point of the grid and it's size > creating the grid on a button click
- after creating the grid, you can change the individual cells, e.g. set a cell to be blocked or act as a trap (using abilities when stepping on it) in the scene
- naturally, a command to move the combatant on the grid :)
- abilities can be used before and after the move command
- combatants get a new move range value (e.g. using a formula) and there are move range bonuses in the bonus settings
- selecting the move command highlights the moveable cells on the grid (using the defined prefab)
- the move target on the grid can be selected through click/touch on a cell and through input keys (i.e. selecting a cell through a cursor with horizontal/vertical keys)
- battle AI integration of the move command
Turn End Orientation
- optionally possible to select the orientation of a combatant after its turn
- player controlled combatants can select the orientation (e.g. click/touch or input keys)
- AI controlled combatants will turn to a target based on their AI settings (e.g. nearest target, last target, etc.)
- what you named Telegraph System
- move command > cells the combatant can move to will be highlighted on the grid
- ability/item > use range will be highlighted on the grid
- ability/item target selections > show affect ranges of abilities on the grid
- new sub-section to define grid shapes, which can be used by abilities/items to determine which fields around a target will be affected
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