sorry for not paying attention
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edited 1×, last 15.08.22 05:54:05 pm
-- aid = attacker id -- vid = victim id dx = player(vid, "x") - player(aid, "x") dy = player(vid, "y") - player(aid, "y") -- normalizing mag = math.sqrt(dx*dx + dy*dy) dx_norm = dx / mag dy_norm = dy / mag -- new position knockback scaling = 0.05 x_new = player(vid, "x") + dx_normed * knockback scaling y_new = player(vid, "y") + dy_normed * knockback scaling
x_newand
y_newyou can calculate the new tile, and then check with
tile(tilex_new, tiley_new, "walkable")if you can go there or not.