New movement system is optional in version 0.10. It uses pixel-free movement system.
Detailed Information on the new movement system in version 0.10.
For activation of the new movement system, go to the plugin parameters, section
Extended Movement, and set the parameter Use Extended Movement System
to "true".
-
Movement Grid Size - grid size for the new movement system. The smaller the value, the smoother the movement, but also the higher the system load. It is recommended to use a value of 24 or less if you have small maps.
-
No Movement Pass Regions - regions where the movement is not allowed. This is useful for creating impassable areas on the map.
-
No Movement Pass Terrain Tags - terrain tags where the movement is not allowed. This is useful for creating impassable areas on the map based on terrain types.
-
Show Pathfinding Grid Key - you can enable the display of the pathfinding grid key in the game. This is useful for debugging and understanding how the pathfinding works.
Note: In future updates, it is planned to add the ability to draw custom collisions (smaller size, not only 48x48) for pathfinding grid on the map.
Note: For now, enemies will not use the new movement system, but it is planned to add this feature in future updates.
Now all collisions in the game will be used according to the new movement system. This means that you can now configure collisions for characters and events.
Note: Collisions used only for the new movement system for determining passability and pathfinding. They do not affect the projectiles and skills impact areas.
-
Event Default Collider - default collision for events. This is useful for setting the default collision size for events on the map.
-
Enemies hae default collider? - if enabled, all enemies will use the default collision as events. This can affect the gameplay (enemies can stuck more often), so use it with caution. Default value is "false".
Note: You always can set custom collisions for each event or enemy in the map editor.
-
Actor Default Collider - default collision for characters.
-
Event Default Interaction Collider - default interaction collision for events. This is useful for setting the default interaction size for events on the map.
-
Show Collision Layer Key - you can enable the display of the collision layer key in the game. This is useful for debugging and understanding how collisions work.
Add next comments to event page:
aCollider:c,DX,DY,R
- for create circular collider with radius R at position (DX, DY) relative to the event position.
aCollider:b,DX,DY,W,H
- for create rectangular collider with width W and height H at position (DX, DY) relative to the event position.
aCollider:none
- for remove collider for this event. This is useful for events that do not require a collider.
Same as for events, but you should add commands to the character notetags in the database.
<aCollider:c,DX,DY,R>
- for create circular collider with radius R at position (DX, DY) relative to the character position.
<aCollider:b,DX,DY,W,H>
- for create rectangular collider with width W and height H at position (DX, DY) relative to the character position.
Add next comments to event page:
aInteractionArea:c,DX,DY,R
- for create circular collider with radius R at position (DX, DY) relative to the event position.
aInteractionArea:b,DX,DY,W,H
- for create rectangular collider with width W and height H at position (DX, DY) relative to the event position.
aInteractionArea:none
- for remove interaction collider for this event. This is useful for events that do not require an interaction collider.
In version 0.10, a new collision and hitbox system was introduced, allowing for more precise hit detection for characters and events. You can now configure hitboxes for characters and events, as well as use new types of collisions for projectiles and skills.
To configure hitboxes, go to the plugin parameters, section Hitboxes.
Add next comments to event page:
aHitbox:c,DX,DY,R
- for create circular hitbox with radius R at position (DX, DY) relative to the event position.
aHitbox:b,DX,DY,W,H
- for create rectangular hitbox with width W and height H at position (DX, DY) relative to the event position.
aHitbox:none
- for remove hitbox for this event. This is useful for events that do not require a hitbox.
Note: Events without hitbox will not be able to interact with projectiles and skills at all.
Same as for events, but you should add commands to the character notetags in the database.
<aHitbox:c,DX,DY,R>
- for create circular hitbox with radius R at position (DX, DY) relative to the character position.
<aHitbox:b,DX,DY,W,H>
- for create rectangular hitbox with width W and height H at position (DX, DY) relative to the character position.
You can create multiple hitboxes for events and characters. To do this, you need to add multiple commands to the event page or character notetags. The system will automatically combine all hitboxes into one for collision detection.
To configure projectiles, go to the plugin parameters, section Projectiles.
-
No Projectile Pass Regions - regions where the projectiles are not allowed to pass. This is useful for creating impassable areas on the map for projectiles.
-
No Projectile Pass Terrain Tags - terrain tags where the projectiles are not allowed to pass. This is useful for creating impassable areas on the map for projectiles based on terrain types.
-
Show Collision for Projectiles Layer Key - you can enable the display of the collision layer key for projectiles in the game. This is useful for debugging and understanding how projectiles work. On this layer you can see hitboxes as well.
Note: In future updates, it is planned to add the ability to draw custom collisions (smaller size, not only 48x48) for projectiles on the map.
Projectiles can now interact with hitboxes of events. This means that you can create more complex interactions between projectiles and events.
Note: If event don't have hitbox, it will not be able to interact with projectiles at all. Projectiles will pass through it without any interaction.
This is replacement for old Projectile hit detection system
Note: In verstion 0.10, the old commands (vectorBlock
, onVectorHit
) still supported, but they are deprecated and will be removed in future updates. It is recommended to use the new system with hitboxes and projectiles interactions.
Add next comments to event page:
-
blockProjectiles:no
- for pass projectiles through this event without any interaction, even if it has hitbox.This is useful for events that do not require interaction with projectiles. -
blockProjectiles:SKILL_ID
- for block projectiles for the specified skill ID. This is useful for creating events that can be interacted with only by certain skills.
Note: You can specify multiple skills by separating them with commas, e.g. blockProjectiles:SKILL_ID1,SKILL_ID2
.
blockProjectilesExcept:SKILL_ID
- for block projectiles for all skills except the specified skill ID. This is useful for creating events that can be interacted with by all skills except certain ones.
Note: You can specify multiple skills by separating them with commas, e.g. blockProjectilesExcept:SKILL_ID1,SKILL_ID2
.
-
onProjectileHit:SA
- for execute script action when ANY projectile hits this event. This is useful for creating events that can be interacted with by skills. -
onProjectileHit#SKILL_ID:SA
- for execute script action when projectile with SKILL_ID hits this event. This is useful for creating events that can be interacted with by certain skills.
Note:: You can add many onProjectileHit
commands to the event page, and they will be executed in the order they are added.