Narcle
2008-09-17 15:54:56
Actual Tile System (concept)
Well some of you know or have seen (mainly SRL-Members) I've had a reflection fighter released just a bit ago (Echo Fighter). It fights almost all monsters perfectly. Except for one type - "4 tiled mobs" as I've been saying. What are 4 tiled mobs? Well they are monsters (I say 'mob' for short) that occupy 4 tiles of space and end up having their center in the middle of these 4 tiles. Now why can't I get my fighter to attack these "4 tiled mobs" well that's what I'm going to explain.
I made a chart below to give you a better idea of how the "tile" system should be or is rather. We all know that doors and a couple various other things are "between" tiles or simply a wall between tiles. Well as show below I believe these "walls" are really half tiles in the game. Currently we have only Whole Tile x Whole Tile where in actuality there is also Half tile x Half tile, Whole Tile x Half tile.
With our current tile system in mind now think of the TileToMS function. You can imagine the flaws with the tile system currently in place. Where if you wanted to move your mouse to a door, given a Tile, it moves above the tile but is still 20 pixels or so from the actual door. Of course we can solve this problem by simply using the cords of the tiles from both sides of the door and averaging them out. Fairly simple for non-moving objects.
For "4 tiled mobs" this averaging out system does not work, nor can it be applied. With the help of HyperSecrets screen shots I've seen that "4 tiled mobs" only have 1 ID shown in the center of 4 tiles. Which mean they are in a Half x Half tile. This causes a couple problems. Firstly we can't do a "averaging out" as you only have one tile that the mob is in and it moves around. Secondly we don't have a Half tiled system, so Ben's tile x tile system (same problem with RSBot I believe) when recorded, automatically puts the mob in a tile x tile, which isn't where the center of the mob is. So when you do the TileToMS for this monster, it moves the mouse above one of these 4 tiles and about 60% (or more) of the time misses putting the mouse over the mob.
How to solve this problem? Few things would have to be changed firstly, and possible whats stopping this is that our current tile system uses TPoints, so implementing "half tiles" would be almost impossible (record system maybe?). After that it would be just changing the main functions that use tiles. With our system it would be a major overhaul to even do this. However with this system in place it would solve many problems and allow us reflection users more control with the environment.
