While working on a modern/futuristic shooter game using Blizz ABS 2.8, I'm trying to make a Tumble or "Roll" skill. The way I imagine this working, is you *quickly* move 2-3 squares in a chosen direction while retaining your current facing. This would let you overcome the weakness of turning corners and overcome enemies waiting to ambush you.
Like, say you're about to turn in a narrow corridor and there's a guy with a shotgun. If you walk into his sight range, he will blast you as you turn. But if you face the wall at his direction and *roll* to the corridor and fire suddenly, you'll get him instead. Tumble / Roll could also be used to dodge projectiles and all sorts of cool things.
I can't script to save my life, but I've been trying to implement the skill via events and.... it's not working for me.
I've got a skill called Tumble that calls a common event which does the following:
Set Move Route Player
Direction Fix ON
Move Animation OFF
Wait 5 frames
## Stop the player from changing direction, then give them a tiny window of time to choose a direction
Conditional Branch -- Up is being Pressed
Set Move Route Player (Ignore if Can't Move)
Change Speed 5 (faster than normal)
Move Up
Move Up
Change Speed 4 (back to normal)
Direction Fix OFF
Move Animation ON
Change State Player +Dodge
## i'm also having the skill give the player a bonus to evasion for a second and a half
(repeat for directions left, right and down)
It just does... well, basically nothing. The chara pauses briefly as the skill executes (even if I remove the wait) and then goes about its business. I suspect I'm going about this the wrong way but I'm not sure how to elegantly implement what I'm looking for.
Any feedback, from "Use this event feature instead of that" to "I'll make you a script that does this for $8" will be appreciated. Thanks.
Like, say you're about to turn in a narrow corridor and there's a guy with a shotgun. If you walk into his sight range, he will blast you as you turn. But if you face the wall at his direction and *roll* to the corridor and fire suddenly, you'll get him instead. Tumble / Roll could also be used to dodge projectiles and all sorts of cool things.
I can't script to save my life, but I've been trying to implement the skill via events and.... it's not working for me.
I've got a skill called Tumble that calls a common event which does the following:
Set Move Route Player
Direction Fix ON
Move Animation OFF
Wait 5 frames
## Stop the player from changing direction, then give them a tiny window of time to choose a direction
Conditional Branch -- Up is being Pressed
Set Move Route Player (Ignore if Can't Move)
Change Speed 5 (faster than normal)
Move Up
Move Up
Change Speed 4 (back to normal)
Direction Fix OFF
Move Animation ON
Change State Player +Dodge
## i'm also having the skill give the player a bonus to evasion for a second and a half
(repeat for directions left, right and down)
It just does... well, basically nothing. The chara pauses briefly as the skill executes (even if I remove the wait) and then goes about its business. I suspect I'm going about this the wrong way but I'm not sure how to elegantly implement what I'm looking for.
Any feedback, from "Use this event feature instead of that" to "I'll make you a script that does this for $8" will be appreciated. Thanks.