@nothingongoth It's not recommended just cause it there's a handful of options you can pass in, so those with no js knowledge would probably get lot of errors lol. As for the NPC not stopping, that's probably because of the smart option, I'll look into it because they should stop / pause the pathfind when interacted.
@GameFire That's a bit tricky and is somewhat a limitation of MV due to it's built in Z layers. If I remember, collisions only run if they're on Z 3 and ignored for 2/4 (above and below player). This can easily be changed though, but I left it in since I want the movement plugin to feel and act as close as default movement.
So you can try doing something with switches or having multiple maps. map 1 will have the map z's normal, while in map 2 lower all the z's by 1
@cuzisaidso You can change the default gamepad keys in the QInput parameters. As for menu on Y, I feel comfortable with that, but I haven't played an RPG in like 10+ yrs but back then I would open menus with triangle / Y
@Kraden96 That's because the x/y value returns it's grid x/y as a whole number and not a decimal, this is to fix some compatability issues with some plugins. So the issue you're having is that you're not saving the correct players position. Instead to get the real position you'll need to use a script call, something like:
Code:$gameVariables.setValue(VARIABLE ID, $gamePlayer._x);
@ZcheK yeah that's due to the recalculating of the pathfind. I'll look into it because it seems like it recalcs it the next frame instead of recalc when it needs it.
@Magha88 I just looked at the plugin command and it's backwards and it doesn't hide the character from being seen, it just makes them not cast a shadow. I'll fix that in the next update
@Mako I just tested and worked fine. Make sure your gamepad inputs are set in the QInput plugin parameters, also place it below QMovement to be safe.