

There are two kinds of collision boxes, the regular collision boxes and the interaction boxes, the latter being reserved for active player characters.Ĭollision boxes are for the regular collisions, like passability on terrain, or just regular touch events. At the moment there are only collision boxes for characters and events. As not every sprite is of the same size, and even events have different shapes, I wanted to add a way to allow for these differences in size. This script uses collision boxes to determine collisions. Most of the settings in the script are self-explanatory, however, there are two things that need explaining. In essence, this script is plug-and-play, however, one can make minor to big tweaks to this script without having to touch the actual script. In order to benefit the most out of it, it is advised to place this script after the others. This script has additional functionality and / or compatibility with other scripts. If you are sure no method that is used by other scripts get overridden, you can place it anywhere, otherwise, make sure this script is loaded after any other script overriding these methods, otherwise this script stops working. This script adds aliases for several methods. Do know that there is a possibility that this script will stop working due to that. If you are sure no method that is used by other scripts get overridden, you can place it anywhere, otherwise, make sure this script is loaded first. Make sure to put this below Materials, but above Main Process.
NO GRID MOVEMENT RPG MAKER XV ACE FREE
I'd love to implement free movement in three dimensions, but the engine isn't built on 3D. As that's kind of a BS term for something like that (it implies you can only travel per pixel, and most of the time it skips a few pixels anyway), I just give it a more general term.įree Movement gives you freedom of movement in eight directions. Luckily there are quite some scripts that add off-the-grid movement, mainly called "pixel movement". RPG Maker VX Ace is mainly constrained to the grid.
