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[转载发布] Quasi Movement

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    2026-7-12 04:10
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    灌水之王

    发表于 2026-8-2 12:19:12 | 显示全部楼层 |阅读模式
    [Quasi] Movement Version 1.54

    by Quasi​

     ​

    --Discontinued--

    This script is no longer supported. Meaning there will be no bug fixes or new features being added.​

     
     
    What it does:
       1. Changed how movement works. Allows players to choose how many pixels to move per movement. In better terms, allows players to make characters have a pixel movement or still move by a grid like 32×32 or even 16×16.
       2. Changed how collisions work. Events now have bounding boxes surrounding them. If two boxes touch there will be a collision. Boxes can be set in each event, further detail inside the scripts instructions.
       3. Tiles automatically have boxes set to them depending on their passage ( 4 dir), you can also set boxes to Regions.  Regions prioritize over tiles. (Ex: Tile has no passibility but a region has a box of [0, 0] (no box meaning passable) so that tile will be passable.)
     
    New  calls/Functions to know:
     Bounding boxes are set inside a comment in the event, or in the actors note field with the following format:

    <bbox=width,height,ox,oy>(ox and oy can be left blank, they can also be negative. )
     
    Example:

    Spoiler


    bbox was changed to be wrapped in <>'s
     
    or inside of an actors note tag:






    or:<bbox>:main => [width, height, ox, oy]:dirX  =>  [width, height, ox, oy]</bbox>Where X (inside :dirX) is the direction (2, 4, 6 or 8)
    Example:

    Spoiler


     
    You can use multiple event comments to set up each direction :



     



     
     
    Bounding boxes can be shown in game by setting line 136 to true. (Only in play testing)
     
    New move route function for less move calls.  You use this with a script call inside the move route with the following format:qmove(direction, amount, multiplicity)direction is set to 2,4,6,8 or diag 1,3,7,9
    amount is how many times it should move forward in that direction.
    multiplicity is multiplied against amount to make it easier to find the right amount
     
    Example:

    Spoiler


    Event moves 64 times down, 224 times right, 64 times up, 224 times left then repeats.
    **Was changed from q_move to qmove**
     
    Amount times are large since grid is set to 1 but if we use multiplicity we can make it look like:qmove(2,2,32)qmove(6,7,32)qmove(8,2,32)qmove(4,7,32)



     
    By default the Px, and Py value are set on the 32 grid where the event was placed.  But we can change the default px, py value of an event with the following comment inside an event:                                Code:       
    1. <ox=#><oy=#>
    复制代码

    Where # is equal to an integer.  A negative X value would move the sprite to the right while a positive X value moves it to the left.  Negative Y value would move it up and positive would move it down.
     
    Further Instructions:
     Read script header and my site's post.
     
    Known Bugs:
     - ??

    Terms of Use
     
    Links:
    Script
    Required!
     
    Optional links:
    Optimize
    Demo


    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.34088/

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