[CGMZ] Event Movement - Version Beta R4

Hi all, today this plugin was updated to version BetaR4!
This version redid the movement code for events that were based on player steps. How it used to work was that it would try to move once or twice (for fast speed) when the player step count increased. This did not take into account player move speed so if the player was faster than the event the player could move twice for a normal event's movement speed if it was too slow. This could lead to inconsistent movements by events, mostly in cases where the speed difference between event and player were large.
Now, the event's movement adds steps to take whenever the player moves. This takes into account the delta movement between them, so if the player is very fast and moves twice before the event is done moving, the event will still move twice if it is set to "normal" speed where it should move once for every step the player takes. If your player continues dashing, the moves the events make will eventually catch up to the player's step count and the event will always move a consistent amount of tiles based on how many steps the player has taken.
This update also causes event movement to take jumps into account, although you can turn this off in the parameters. When the player jumps, that amount of steps can be added to the step count which is what event movement is based off of.
Now that movement is more consistent, I added some more move speeds. You can now have VVSlow, which moves once every 8 steps the player takes, VFast which moves 4 times every step the player takes, and VVFast which moves 8 times every step the player takes.
- Added more move speed types
- Added option to count player jumps as steps
- Enemy movement made more consistent with player movement