pixel_step_size=round(MoveDelay/32)
with a said moving proc like(Though, you'll have to set it to a client/var).
mob
var
tmp
Moving
MoveDelay=3
Move()
if(Moving) return
..()
Moving=1
spawn(MoveDelay) Moving=0
The overall effect just makes the movement look more fluid and how you want it to go with the moving delay so you dont reach the tile and wait for awhile then start moving again. I havn't tested it too much, so if theres any problems you can see with it say so right here so people aren't practicing the wrong things.