Wow that was super quick! You are phenomenal! It works as well <3
I think I have to tweak it somehow as it does not quite work as intended. It will stop the player one unit ahead of the region when it hits the region itself. This is at least true when player faces upwards. My quick test did not really support me with to much data on that.
Man again, Can hardly express how awesome this is! thank you!
EDIT:
On a sidenote, something I noticed, one of the main draws of this script for me was the XAS compability. A tiny "issue" I found is that items dropped by enemies in XAS seems uneccesarily difficult to pick up. I'm guessing it's because you have to be right on the 32x32 tile(or close by) to pick it up. Just a headsup!
I've updated the compatibility patch on that same link.
The XAS patch is a little more complicated, since it's a very big script, I'll have to read it all and check every place where it uses the player position.
I've only made the Orange Movement script compatible with the player and followers, so events have to stay on the 32x32 grid to work properly. I believe most of the problems with XAS is that it picks the internal player position to decide where to create events, so those events get created outside the grid.
I have two choices:
1) Read the whole XAS script and try to come up with patches for all of it's issues.
2) Make the events compatible with pixel movement too.
Either way, I'll need some extra time to do it, so it may take a while.