Every entity on the overworld occupies at least 1 game square. Players and dropped items occupy 1 square. Larger monsters, such as Vorago occupy multiple squares. For these larger monsters, their location is defined by the south-westernmost square they occupy. This is the location used by most calculations, such as where items drops or where detonate will target.
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| - Every entity on the overworld occupies at least 1 game square. Players and dropped items occupy 1 square. Larger monsters, such as Vorago occupy multiple squares. For these larger monsters, their location is defined by the south-westernmost square they occupy. This is the location used by most calculations, such as where items drops or where detonate will target.
- Every piece of scenery, whether it be a house or a tree, takes up a number of squares. Squares are vital for spacing the world out. Without squares, co-ordinates would be next to impossible, and inserting trees/scenery would be very hard. With squares, it is easy for Jagex to space everything out and leave room for players to move about. However, there are some drawbacks with using squares, most notably the inability of 360° movement. This means that the player can only move up and down, left and right, and diagonal.
- Game squares, also known as tiles, metres, spaces, or steps are the basic unit of length that divide the RuneScape overworld. The game squares form a grid, dictating where objects may be. All objects' locations will be defined by a single square. All locations and sizes can only be integer numbers.
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| - Every entity on the overworld occupies at least 1 game square. Players and dropped items occupy 1 square. Larger monsters, such as Vorago occupy multiple squares. For these larger monsters, their location is defined by the south-westernmost square they occupy. This is the location used by most calculations, such as where items drops or where detonate will target.
- Game squares, also known as tiles, metres, spaces, or steps are the basic unit of length that divide the RuneScape overworld. The game squares form a grid, dictating where objects may be. All objects' locations will be defined by a single square. All locations and sizes can only be integer numbers. Every entity on the overworld occupies at least one game square. Players and dropped items occupy one square. Larger monsters, such as the King Black Dragon occupy multiple squares. For these larger monsters, their location is defined by the south-westernmost square they occupy. This is the location used by most calculations, such as where items drop.
- Every piece of scenery, whether it be a house or a tree, takes up a number of squares. Squares are vital for spacing the world out. Without squares, co-ordinates would be next to impossible, and inserting trees/scenery would be very hard. With squares, it is easy for Jagex to space everything out and leave room for players to move about. However, there are some drawbacks with using squares, most notably the inability of 360° movement. This means that the player can only move up and down, left and right, and diagonal.
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