Tyruswoo’s modification of the open-source pixel movement plugin Altimit Movement!
Plugin will automatically apply when ON.
This edition of Tyruswoo Altimit Movement for RPG Maker MZ is expressly designed to be compatible with Tyruswoo Tile Control, Tyruswoo Map Properties, and MZ3D.
Compatibility with some plugins requires extra steps:
Tyruswoo Altimit Movement aims to be compatible with most other plugins. Since it changes RMMZ's core engine more radically than most plugins do, we advise putting Tyruswoo Altimit Movement at the top of the plugin list.
If you encounter any compatibility issues, please contact us at Tyruswoo.com and we'll do our best to work out a fix.
Tyruswoo Altimit Movement may interfere with scripts or event commands that
expect an exact value for $gamePlayer.x
or $gamePlayer.y
. This is
because Altimit Movement sets $gamePlayer.x
and $gamePlayer.y
to a
fractional (floating point) value that represents the player's exact position.
To get the nearest integer values to the player's coordinates, you can use
Math.round($gamePlayer.x)
and Math.round($gamePlayer.y)
.
A collider is the shape with which an object in the game bumps into other objects. This plugin allows you to define colliders of the following types of shapes: Rectangle, Circle, Line, Polygon, and Regular Polygon.
A rectangle has offsets x
and y
, and width
and height
expressed in tile-sized units.
Below is an example of a square that's example one tile in size.
<rect x='0.0' y='0.0' width='1.0' height='1.0' />
A circle has offsets cx
and cy
, and a radius r
. This example makes a tile-sized circle:
<circle cx='0.5' cy='0.5' r='0.5' />
A line runs from the coordinates (x1
,y1
) to (x2
,y2
).
The example below makes a line from top-left to bottom-right of a single tile:
<line x1='0' y1='0' x2='1' y2='1' />
A polygon collider must be convex and clock-wise-winding. The example below makes a triangle.
<polygon points='0.0,1.0 0.5,0.0 1.0,1.0' />
A regular polygon has all angles equal and all sides equal. The example below makes a 5-pointed polygon, i.e. a pentagon.
<regular cx='0.5' cy='0.5' rx='0.5' ry='0.5' p='5' />
This collider determines what shape the player "bumps into" events and walls with.
The default player collider is a tile-sized circle centered low, written like this:
<circle cx='0.5' cy='0.7' r='0.25' />
If this parameter has Yes
selected (as it has by default), diagonal movement speed accounts for Euclidean distance covered.
If No
is selected, diagonal movement has the same speed in the X dimension as going straight east or west, and the same speed in the Y dimension as going straight north or south. Therefore, diagonal movement is faster if Normalize Player Movement has No
selected.
This specifies how far apart followers should be as the player moves forward in a straight line. A distance of 1 results in a tight chain; a distance of 2 doubles the spacing. Default follow distance is 1.5.
This collider is used for each of the player's followers. The default follower collider is a tile-sized, low-centered circle:
<circle cx='0.5' cy='0.7' r='0.25' />
This is like Normalize Player Movement, except that it applies to the player's followers.
Select Yes
for more realistic diagonal movement, or No
for faster diagonal movement.
This collider is used for the party's boat. Its default collider is a small circle, written like this:
<circle cx='0.5' cy='0.5' r='0.333' />
This collider is used for the party's ship. Its default collider is a tile-sized circle:
<circle cx='0.5' cy='0.5' r='0.5' />
This is the collider used for the party's airship. Its default collider is a small circle:
<circle cx='0.5' cy='0.5' r='0.25' />
This is the collider used for all non-player characters, except for those whose collider is manually set to something else. The default value is a tile-sized, low-centered circle, as written below:
<circle cx='0.5' cy='0.7' r='0.25' />
This is the collider used for all tile events: that is, all events that have their appearance set to a tile, to a sprite whose filename starts with "!", or to no appearance. By default this collider is a tile-sized square, as written below:
<rect x='0' y='0' width='1' height='1' />
In this list you can define as many collider shapes as you like. To set a character or event to use this collider, use one of the Change Collider plugin commands, and enter the number of the collider you want used. To use the first collider in the Collider Presets list, put 1, or to use the second collider in the list, put 2, and so on.
If yes
is selected, a character will always align to the tile they're standing on before they step through a move route. This is set to yes
by default; to disable it, select no
.
When Use Touch/Mouse has Yes
selected, the player can click on the screen to choose where to move, and the party will start walking there. To turn off this feature and require movement to be done by controller or arrow keys, select No
.
This changes what the gamepad's analog stick does. Gamepad mode can be Movement + Facing
(default), Movement Only
, Facing Only
or Disabled
.
The following plugin commands change the collider of a character, event, or vehicle:
In the command's Change To
argument, enter the number of the collider preset you want the character, event, or vehicle to start using. For instance, if you want to use the second collider in the Collider Presets list, enter a 2.
Use this to change the followers' distance during gameplay. It works like the Follow Distance plugin parameter: larger number makes followers walk farther apart.
Pick a specific follower, or all followers. You can make the followers stop following, or resume following, the party leader. (For more options for controlling follower movement, we recommend Tyruswoo Follower Control.)
Use this plugin command to change whether characters must align to the grid before they begin a move route.
Use this plugin command to assign advanced movement commands. Its Move Command argument has the following sub-arguments:
In addition to defining the Move Command, you can choose whether the active event should Wait For Completion of this move, and whether this command should Skip If Cannot Move.
You can use this to turn touch/mouse input on or off during gameplay.
This command informs AltimitMovement that it needs to recalculate the map's collision mesh. Use it after completing any tile changes affecting passability, so that the AltimitMovement plugin recognizes the changed tiles.
$gameMap.recalculateCollisionMesh();
This is the script call run by the plugin command "Recalculate Collision Mesh"; the script and the plugin command have the same effect.
AltimitMovementDebug.js is an optional supplementary plugin developed by VeLee and packaged with Tyruswoo Altimit Movement. When AltimitMovementDebug.js is added to the plugin list and turned ON, it shows a color-coded wireframe overlay of the map's collision mesh and all characters' colliders. To hide the overlay, use Plugin Manager to turn AltimitMovevementDebug.js OFF.
v0.5 10/18/2021
v0.6 3/11/2023
v0.6.1 - 8/30/2023
v0.7.0 - 3/8/2024
v0.8.0 - 3/13/2024
v0.9.0 - 3/27/2024
v0.9.1 - 4/15/2024
v0.9.2 - 8/9/2024
v0.9.3 - 8/13/2024
v0.9.4 - 8/27/2024
v0.9.5 - 9/20/2024
Remember, only you can build your dreams!
Tyruswoo