Quasi Movement
NO LONGER SUPPORTEDConsider using QMovement which is still SUPPORTED!
Movement Version 1.2X MV
by Quasi
Goal:
My aim for this movement script is to be able to make a game that looks and feels different then a RPG Maker game. This plugin will be a base script for a handful of addons which will help change how the game feels. This was originally created for games that use full custom graphics that shouldn't be grid based. But I like to create plugins that let you choose how differently it will act, giving you the option to still keep the original RPG Maker feel.
What it does:
1. Changes how movement works in your game. Allows developer to choose how many pixels to move per movement. In better terms, allows developer to make characters have a pixel movement or still move by a grid like 48×48 or even 16×16.
2. Collisions were completely rewritten. Characters now have bounding boxes surrounding them. If two boxes touch there will be a collision. Boxes can be set for each event and player character. Tiles automatically have boxes set to them depending on their passage ( 4 dir).
3. Allows you to use an image as a collision map.
Sample Plugin Settings
Settings for 32 grid pixel based (My VXA versions default)
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http://quasixi.com/images/Movement/32pixel.png
Settings for 32 grid non pixel based
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http://quasixi.com/images/Movement/32grid.png
Settings for 48 grid non pixel based (Change movement back to MV defaults)
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http://quasixi.com/images/Movement/48grid.png
Full Documentation:
https://github.com/quxios/RPG-Maker-MV/blob/master/Documentations/Movement.pdf
* Recommended you view the documentation if planning on using. Or just to see what features it provides.
Links:
Github
Demo Download
Addons:
Movement Plus
Pathfinding
Depths - Incomplete -
Region Lock
Line of Sight
Easy JSON Editor:
https://github.com/quxios/RPG-Maker-MV/blob/master/Scenes/QuasiEZJSON.js
Patches:
Yanfly
Terrax Lighting
Orange Lighting
Some of these patches may not be needed anymore. Test without the patch first.
Other Notes:
Using the .isMoving() function properly works now. If you started using the "stillMoving()" function, sorry about that! I swapped the function names to allow for compatibility with other scripts that will be calling .isMoving()
本贴来自国际rpgmaker官方论坛作者:Quxios处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/quasi-movement.48741/
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