A true line of sight for events. Events can not see through impassible tiles (Regions that are set inside Quasi Movement script) unless the region is set to be able to see over in the module below. Events also can not see through other events unless they are marked Through or have the comment
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 by by a grid like 32×32 or even 16×16.
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 in the instructions.
What it does:
Adds new methods and changes to VXA’s default classes and modules. These methods will be used in other scripts create by Quasi, so instead of making them over and over, they will be placed here.
Almost complete! Still thinking of how it should handle tiles, since a few you should be able to see over (Ex: water, chairs, tables, ect.)
Almost complete! Just need to add additional sight shapes.
So far I’ve managed to rewrite the screen scrolling, and now I’m pretty close to finishing up the movement and collision detection!
What it does:
Allows players to equip skills. The amount of skills a character can equip is determined by a note tag in the actors note box, these notes can be placed on weapons/armors to increase the amount depending on their gear.
Posted in RMVXA, Scripts