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 |
AuthorsDoubleX
CreditsDoubleX(Optional)
PurposeLets 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 scriptNone so far
PrerequisitesAbilities:
1. Little RGSS3 scripting proficiency to fully utilize this script
Terms Of UseYou 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
InstructionsOpen the script editor and put this script into an open slot between Materials and Main. Save to take effect.