low perception, luck, dexterity, los, range.
you can manipulate the players stats at any given notice, raising and lowering them at a given notice, making them a better target, making some "players" more receptive to being hit.
as for base runners. give the player a cycle button, similar to football games where you can swap between control of one to another.
ie you want to steal home with the runner on second, you hit the cycle button your position is swapped to that of the one recorded at second, you are now in control of the runner.
how do you record the positions, use event tiles, when you cross a plate you trigger events, such as homeruns. to prevent the player from simply running right on to home plate, give the tiles a conditional,
if base_1=1, base_2=1
if base_1=1, base_2=1,base_3=1, then home_run = 1
this stops people from skipping bases
you could do the same for running way off the base path, just mark the area outside the base path, and call them out when they step on it.
as you guessed you need 2 maps one for the bottom of the inning, and one for the top.
pitching to the player, hitting x, makes you appear to swing your bat, when in truth it is raising the probability that you will be hit by the spell(lowering your dexterity/perception).
the catcher can change signals, when he goes through a different animation for a signal, your perception/dexterity is raised and lowered(call event flag, attribute wizard) according to the difficulty of the pitch.
if the spell hits, a stamp action of the ball darting out in a direction goes, the first frame is a blank with a switch to random animation flag, the other animations are the type of hit you can get, going further you can make the branches switch to exclusive caches of random animations
ie you go to the first index, it can only branch to indeces, 6,7 or 8.
you get the second index, it can only branch to 9,10,11.
but the 0 index can go to indece 1-5.
'class' would be your team, this would give you basic team stats...lets say your team has good power hitting, but low fielding...
then you have high perception/dexterity...its backwards i know.
calling outs or having the npcs field., offensive play.
you get a hit, it fires an animation with the random branching described above.
instead of the final index having an animation of a ball, it has a call event.
it launches a ball npc with an initial animation index a low collision, not set to follow, offset behind the plate where the ump is **. the npc has the condition set to try to reach a point, the more ball NPCs with different destinations the better.
the last frame of the standard type animation (give it lots of frames that way it won't happen before it arrives) calls another index
this index has collision type follow, and has a normal sized collision.
event that checks to see if a global is tripped.
this global would be tripped by fielding NPCs set to hover around destination points, when they complete a cycle it checks to see if they're within one of a destination point on the field, if so, kill ball.
NPCs getting outs. requires another npc to be launched, based on the players base position.
using multiple conditionals, if gb_base =1 then npc control, launch NPC 'baseOne', you'll need about 12 of these npcs, 4 that go to the base, 4 that come short of the base and 4 that wildly miss, and each will need a target reached event.
as for you fielding outs you'll just have to do the range attack thing, the better you're arm is, the more probability you can get it to the base on time.
the hitting mechanic can be applied to the npcs as well.
**you can get that ultra realism, if you equip the player/npcs with passive ais and weapons with target stat modifiers, that way when you pitch you can injure, or hit the ump, etc and you can cause brawls, this owuld make it strategic to cause a brawl but none the less.
**
i expect to see some games come out of this crap darn it, and siting what i just said i guess soccer is possible, and actually not that hard to do the rest of the major sports .
the less detailed the graphics i imagine the faster the gameplay would go...
**
ZERO WARRIOR, (/i)take it away(/i).
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... bwahhaaaaahaaaaaugh fooooolish sammurai.