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Dot Move System Function Ex - DotMoveSystem_FunctionEx.js

Plugin desc : Dot movement system function extension v2.2.1

License : MIT License

Author : unagi ootoro

Website : https://github.com/unagiootoro/RPGMZ/blob/master/DotMoveSystem_FunctionEx.js

Desc page : https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/DotMoveSystem_FunctionEx.js

Download Page : https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/DotMoveSystem_FunctionEx.js

File name : DotMoveSystem_FunctionEx.js

Help of plugin :

@target MV MZ
@plugindesc Dot movement system function extension v2.2.1
@author unagi ootoro
@url https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/DotMoveSystem_FunctionEx.js
@base DotMoveSystem
@help
It is a plug-in that extends the functions of the dot movement system.
Add the following features.
・ Change player size
・ Adjustment of movement speed
・ Addition of acceleration
・ Addition of inertia
・ Wall slide permission/prohibition switching when moving diagonally
・ Press an event
・ Change of behavior when immersing in an event
・ Jump with collision detection
・ Half-square collision detection of terrain
・ Triangular mass collision detection of terrain

※ When installing this plugin, "DotMoveSystem.js v2.2.1" or later is required.

【How to use】
■ Change player size
Change the size of the player by setting the plug-in parameter "player information".

■ Adjustment of movement speed
You will be able to specify any movement speed.
You can also add acceleration and inertia to the movement.
・ Adjustment of movement speed
In the setting of the movement route
this.setDpf(movement speed);
Specify. The moving speed specifies the moving speed per frame.

(Example) When moving 0.01 squares per frame
this.setDpf(0.01);

If you want to cancel the movement speed adjustment and reflect the movement speed specified by the event command,
this.setDpf(undefined);
Specify.

■ Addition of acceleration
Acceleration is valid only when the movement speed is adjusted.
To specify the acceleration
this.setAcc(maximum acceleration, degree of influence);
Specify.

(Example) Acceleration between 20 frames, maximum acceleration at 3x speed
this.setAcc(20, 3);

■ Addition of inertia
To specify inertia
this.setInertia;
Specify.
Specify a value of 1 or more for inertia.
This value will continue to decrease every frame by the specified value from the current acceleration.
When set to 1, acceleration and inertia increase / decrease are the same.

(Example) When decelerating 2 times in 1 frame
this.setInertia(2);

■ Enable/disable wall slide when moving diagonally
In the travel route script
this.setEnableWallSlide(false);
If you specify , wall slipping due to diagonal movement can be prohibited.

You can also re-allow wall sliding with the following settings.
this.setEnableWallSlide(true);

■ Press an event
Add the ability to press an event.
In the memo field of the event being pushed or in the annotation on the 0th page of the event
<PushableEvent>
Please describe.

■ Jump with hit detection
Performs a jump with hit detection.
Write the following script in the movement route setting.
this.smartJump(Added value in X-axis direction, Added value in Y-axis direction, Maximum jump height (optional), Presence/absence of slipping (optional));
*The maximum jump height can be omitted. If omitted, 10 is applied.
*It is possible to omit the presence or absence of passing through. If omitted, no pass-through is applied.

(Example 1) When jumping 2 to the left and 3.5 to the top
this.smartJump(2, -3.5);

(Example 2) When jumping 2 to the left and 3.5 to the top at a height of 20 and passing through
this. smartJump(2, -3.5, 20, true);

■ Jump with hit judgment in absolute coordinates
Write the following script in the movement route setting.
this.smartJumpAbs(X coordinate, Y coordinate, maximum jump height (optional), pass through (optional));

(Example) When jumping to the coordinates of X=5, Y=10
this.smartJumpAbs(5, 10);

■ Jump with hit judgment by specified angle and distance
Write the following script in the movement route setting.
this.smartJumpByDeg(angle, distance, maximum jump height (optional), pass through (optional));

(Example) When you are away from jumping for 2.5 squares in the direction of an angle of 30 degrees
this.smartJumpByDeg(30, 2.5);

■ Half-square collision detection of terrain
By editing the plug-in parameter "HalfCollisionMassInfo"
Set the hit judgment for half a square of the terrain based on the region or terrain tag.

■ Judgment of hitting the triangular squares of the terrain
By editing the plug-in parameter "TriangleCollisionMassInfo"
Set the hit judgment to the triangular square of the terrain based on the region or terrain tag.

【License】
This plugin is available under the terms of the MIT license.


@param PlayerInfo
@text player information
@type struct<CharacterInfo>
@default {"Width":"1","Height":"1","OffsetX":"0","OffsetY":"0","SlideLengthX":"0.5","SlideLengthY":"0.5","TransferOffsetX":"0","TransferOffsetY":"0"}
@desc
Specify various information of the player.

@param FollowerInfo
@text follower information
@type struct<CharacterInfo>
@default {"Width":"1","Height":"1","OffsetX":"0","OffsetY":"0","SlideLengthX":"0.75","SlideLengthY":"0.75","TransferOffsetX":"0","TransferOffsetY":"0"}
@desc
Specify various information of followers.

@param HalfCollisionMassInfo
@text Collision detection information per half square
@type struct<HalfCollisionMassInfo>
@default {"UpCollisionRegionId": "0", "RightCollisionRegionId": "0", "DownCollisionRegionId": "0", "LeftCollisionRegionId": "0", "UpRightCollisionRegionId": "0", "RightDownCollisionRegionId": "0" , "DownLeftCollisionRegionId": "0", "LeftUpCollisionRegionId": "0", "UpRightOpenCollisionRegionId": "0", "RightDownOpenCollisionRegionId": "0", "DownLeftOpenCollisionRegionId": "0", "LeftUpOpenCol" UpCollisionTerrainTagId ":" 0 "," RightCollisionTerrainTagId ":" 0 "," DownCollisionTerrainTagId ":" 0 "," LeftCollisionTerrainTagId ":" 0 "," UpRightCollisionTerrainTagId ":" 0 "," RightDownCollisionTerrainTagId ":" 0 "," RightDownCollisionTerrainTagId ":" 0 " : "0", "LeftUpCollisionTerrainTagId": "0", "UpRightOpenCollisionTerrainTagId": "0", "RightDownOpenCollisionTerrainTagId": "0", "DownLeftOpenCollisionTerrainTagId": "0", "LeftUpOpenCollisionTerrainTagId": "0", "LeftUpOpenCollisionTerrainTagId": "0"
@desc
Specify various information for half-square collision detection. Common to all types of information, if 0 is set, the setting will be invalidated.

@param TriangleCollisionMassInfo
@text Triangular cell collision detection information
@type struct<TriangleCollisionMassInfo>
@default {"LeftUpTriangleRegionId": "0", "DownLeftTriangleRegionId": "0", "RightDownTriangleRegionId": "0", "UpRightTriangleRegionId": "0", "LeftUpTriangleTerrainTagId": "0", "DownLeftTriangleTerrainTagId": "0" , "RightDownTriangleTerrainTagId": "0", "UpRightTriangleTerrainTagId": "0"}
@desc
Specify various information for collision detection of triangular squares. Common to all types of information, if 0 is set, the setting will be invalidated.

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