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I've gotten so used to the 4-way movement in VX Ace that when I was looking through the default Character/Event scripts the other day, I was shocked to see methods specifically designed around diagonal movement and passability.  I took a second (okay, hundredth) glance at the "Move Route" editor and saw that, yeah, I'd missed the potential for setting diagonal movement this whole time.

But a few things still seem weird to me.  After all, by default, the player can only move in 4 directions (outside of forced Move Routes).  Events set to approach (or move away from) the player will only move in 4 directions.  Conditional branches that check the direction a character/event is facing only have 4 options.

Can someone please explain what the purpose of diagonal movement might be (aside from a smoother look in cutscenes), and how passability/Event Touch detection/conditional branch "direction" checks operate when a character is moving diagonally?  And while I know there are a few complete "diagonal movement" scripts out there, such as Victor's, would it be reasonably easy for me to script in the ability for the player to move diagonally whenever they're holding down two directional buttons?

Any clarity is much appreciated - thanks so much! :D

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