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RMRK RPG Maker Creation => VX Ace => VXA Scripts Database => Topic started by: DoubleX on August 12, 2015, 04:05:34 PM

Title: DoubleX RMVXA Pixel Movement
Post by: DoubleX on August 12, 2015, 04:05:34 PM
Changelog
Code: [Select]
#    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                                    |

Authors
DoubleX

Credits
DoubleX(Optional)

Purpose
Lets users set the smallest number of pixel covered per move command

Configuration
Code: [Select]
    # 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:
1. Keep this script's Script Info part's contents intact
You shalln't:
1. 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

Instructions
Open the script editor and put this script into an open slot between Materials and Main. Save to take effect.
Title: Re: DoubleX RMVXA Pixel Movement
Post by: DoubleX on August 15, 2015, 03:54:21 AM
Updates
Code: [Select]
#    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|
Title: Re: DoubleX RMVXA Pixel Movement
Post by: &&&&&&&&&&&&& on August 15, 2015, 03:59:56 AM
Cool. Cool. Thank you for sharing. :)