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Movement Controls

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Pazza

Trainer
I was thinking about the way the character is controlled to move around the world today and I think it would be really good if you mapped two keys such as Q and E to move the character from left to right, but keeping A and D as camera rotation. I realise that E is your inventory but it seems like the best keys to have for it.
 

Tornado9797

Content Developer
P3D Developer
Global Moderator
There is a way to rebind the controls:
Open the Pokemon folder and navigate to the "save" folder. After you opened the game once, there exists a file called "Keyboard.dat". To rebind your controls, open this file in Notepad.
You can enter any letter key or the arrow keys ("Up", "Down", "Left", "Right").
After editing the file, hit save. Then, restart the game. The controls should've been rebound.
 

Tornado9797

Content Developer
P3D Developer
Global Moderator
However, the above method is only able to rebind movement, the chat, and inventory buttons.
 

Daziman

Champion
Trusted Support
Retired Mod
I like more the idea in which A and D moves the character and Q and E moves the camera
 

Daziman

Champion
Trusted Support
Retired Mod
I was thinking the same idea yesterday. xD
I think is the best, with WASD you can move to the right, left, forward or backward, and with the mouse you can aim the view. It's better and faster to play
 

DracoHouston

Kolben Developer
Contributor
because its easier said than done
I suppose it would be, since movement is locked to a grid.
im going to try and fix that without messing with the mechanics of the game and map design some time when im not hell busy making content etc. but we may end up just polishing up diagonal movement or leaving it as is and making sure it doesnt glitch out

i havent actually gotten a chance to look at the main game's source yet, but it appears that movement is locked to moving on top of floors, which are themselves locked to the grid, and it checks if the place you're going is occupied by a wall, im unsure how but it does. diagonal movements not very good at it though lol
 

MrTimoshi

Fisherman
As far as I know, from what little I've read on the matter, the main reason for the grid-lock is that you could glitch out by activating multiple battles at once. I wonder if it would be possible to make a sub-block attached to the grass that would be too small to intersect multiples, but too big to maneuver around, that could activate the battle script instead of the entire block-space.
 

DracoHouston

Kolben Developer
Contributor
As far as I know, from what little I've read on the matter, the main reason for the grid-lock is that you could glitch out by activating multiple battles at once. I wonder if it would be possible to make a sub-block attached to the grass that would be too small to intersect multiples, but too big to maneuver around, that could activate the battle script instead of the entire block-space.
there are several parts of the game where you stop into a tile and get attacked by 2+ trainers 1 by 1, afaik p3d supports this and just triggers them 1 at a time.
 

AlessaGarnish

Dragon Tamer
Contributor
What I would like to see is that the mouse pointer is available in battles so you don't have to use ws/left click/enter etc, just as a multiple choice.
 

DracoHouston

Kolben Developer
Contributor
What I would like to see is that the mouse pointer is available in battles so you don't have to use ws/left click/enter etc, just as a multiple choice.
me too, its something i got planned. i wanna make it look like a GBC version of HG/SS's UI. the GBC style ui is ideal for game pads (which we also really need to support natively, especially 360 pad) no ETA on that
 
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