DoubleX 208 Posted August 12, 2015 (edited) Purpose Lets users set the smallest number of pixel covered per move command Configuration # Sets the global minimum pixel covered per move command as MIN_PIXEL_MOVE # It must return a natural number # If an object moves faster than MIN_PIXEL_MOVE per frame, that object's # original speed will be used instead # If MIN_PIXEL_MOVE_VAR_ID is a natural number, the value of variable with # id MIN_PIXEL_MOVE_VAR_ID will be used instead of using MIN_PIXEL_MOVE MIN_PIXEL_MOVE = 1 MIN_PIXEL_MOVE_VAR_ID = 0 # (v1.01a+)Sets the key to set the player's x and y positions as their # nearest integers as NEAREST_TILE_KEY # It must return a symbol and should return a keymap binding symbol # Using a custom keymap binding script might help setting NEAREST_TILE_KEY # If NEAREST_TILE_KEY_VAR_ID is a natural number, the value of variable with # id NEAREST_TILE_KEY_VAR_ID will be used instead of using NEAREST_TILE_KEY NEAREST_TILE_KEY = :X NEAREST_TILE_KEY_VAR_ID = 0 Games using this script None so far Prerequisites Abilities: 1. Little RGSS3 scripting proficiency to fully utilize this script Terms Of Use You shall keep this script's Script Info part's contents intact You shalln't claim that this script is written by anyone other than DoubleX or his aliases None of the above applies to DoubleX or his/her aliases InstructionsOpen the script editor and put this script into an open slot between Materials and Main. Save to take effect. Authors DoubleX Changelog # v1.01a(GMT 1600 14-8-2015): | # 1. Lets users set a key/script call to set a char to have integer coors | # 2. Fixed event triggered by player touch not triggering bug | # 3. Fixed encounters simply not working bug | # 4. Fixed the bullet through paper problem when moving diagonally | # 5. Found the origin of the starting map not passable bug with either | # vehicle's starting positions being uninitialized by users | # 6. Increased this script's correctness, effectiveness and efficiency | # 7. Little RGSS3 scripting proficiency's needed to fully utilize the script| # v1.00a(GMT 1600 12-8-2015): | # 1. 1st version of this script finished | # v1.00a(GMT 1600 12-8-2015): | # 1. 1st version of this script finished | (DoubleX)Pixel Movement v1.01a.txt Edited August 15, 2015 by DoubleX 1 Share this post Link to post Share on other sites
ReidenLightman 5 Posted August 14, 2015 Would this be okay to use in commercial projects? Share this post Link to post Share on other sites
DoubleX 208 Posted August 14, 2015 (edited) Would this be okay to use in commercial projects? Yes. Basically, just don't be a liar(of course you won't), and you're good to go Edit: Updates # v1.01a(GMT 1600 14-8-2015): | # 1. Lets users set a key/script call to set a char to have integer coors | # 2. Fixed event triggered by player touch not triggering bug | # 3. Fixed encounters simply not working bug | # 4. Fixed the bullet through paper problem when moving diagonally | # 5. Found the origin of the starting map not passable bug with either | # vehicle's starting positions being uninitialized by users | # 6. Increased this script's correctness, effectiveness and efficiency | # 7. Little RGSS3 scripting proficiency's needed to fully utilize the script| Edited August 15, 2015 by DoubleX Share this post Link to post Share on other sites