QPlugins - Latest: QABS

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Started by Quxios 1173 posts Page 13 of 59 View original ↗
  1. @ZcheK Awesome! and it was the out of bounds. So I just ignore x/y's that are outside of the grid. For changes related to QMovement, you can always watch the QMovement repo. I'll post commits with some details explaining what I changed. And you can click on the commit to see the code difference.
    QMovement commits
    The fix commit
  2. Updates​
    QPlus 1.3.2
    • Some code changes / fixes
    • Added in a fix for MV. When you drag a file or folder onto an MV game, the game will end and get redirected to that folder. This fix cancels that drop event, so dropping on an MV game does nothing now.
    QMovement 1.3.5
    • A fix for the canMove() function. (Global locking with QPlus should work again)
    • Added a collidesWithEvent() function to Game_Player
    QSight 1.1.4
    • Fixed a crash caused in 1.1.3
    • Erased events no longer cast shadows
    QPathfind 1.4.5
    • Added compressing. Should lower save file size if there was any character pathfinding when trying to save.
    If you wish to see more changes, you can look at the commits:
    https://github.com/quxios/QMV-Master-Demo/commits/master
    https://github.com/quxios/QMovement/commits/master
    If you click on a commit you can see the split different, if you want to see what changed in the code.
  3. Edit: nevermind, my plugins were not up to date.

    Edit 2: I tested in your demo and Numpad 0 and X don't work when I try to exit menu with them. (Maybe it is because I've a french keyboard?)

    Edit 3: how can I do this for my hero? From time to time I want to transform it as a mouse. So I will need to change his collider.
    unknown.png
  4. @Chaos17
    2: That's probably due the the QInput plugin. It lets you remap all of the default inputs. So I probably don't have 0 and x set on menu
    3: you should be able to add the collider or colliders notetag inside the actors notes and it should change the collider for the player. The player will use the collider from the party leader.

    Edit: Just tested number 3. It does read the notetag, but it doesn't reset the collider if the party leader changed. Will fix in next update
  5. Thanks for the reply.

    I think I have found a bug, I tested it directly in your demo.

    Problem: I tried to use Qmouvement to change the speed either on event or hero and the result is the same. When I try to change direction Qmouvement force me to face the same way I began to "dash". Please see examples below.

    unknown.png

    5d3d195c97.gif
  6. Hello! i got an error when testing a new sprite sheet:

    TypeError: Cannot read property 'poses' of undefined
    at Game_Player.Game_CharacterBase.getAvailableIdlePoses

    The thing is, the previous configurations i used work perfectly, only thing i did with this one was to add more columns, from 7 to 13 (to add a running animation) beyond that the sprite sheet is exactly the same as the others, just with the additional columns to the right.
    So i dont know what could have gone wrong.
  7. I did a quick search to see if my problem was already mentioned and I saw that you mentioned that you will fix region problem with yanfly region plugin. I just want to say, that I've also the same problem... :rswt
  8. @Chaos17 Ah yeah I think I know the problem with that move route. Will look into asap. As for the yanfly issue, give me a link to the plugin i'll look into it.

    @Amarok Make sure the config you're trying to use is available, so if you're file name is something like %MyConfig-somefilename.png then make sure your QSprite.json has a MyConfig setup, and it is case sensitive. Also make sure the json file is named correct. Older versions it was SpriteAnim.json, now it's QSprite.json. If you're still having issues, push F8 and give me the line number.
  9. I get an "Uncaught Type Error - Undefined is not a function" with qPlus after moving my project from one pc to another.

    Not sure if that caused the error, but a kinda clean (zero plugins) and moved game also gets the error.
    Any Idea? :(
  10. In QMovement,is there any way to change player's collider in-game, by using plugin command?
    (like your previous plugin, QuaxiMovement)
  11. Hey !
    I got an interesting idea for your QYScale plugin (or maybe for a new plugin).
    Adding an option for changing the color / hue of character sprites based on their y or x position on the map.
  12. @Chaos17 If you can, create an issue on my github repo with all the links:
    https://github.com/quxios/QMV-Master-Demo/issues
    Having it there will help me keep track of all the links + it'll be harder to forget about. Since posts / bugs that are posted here easily get lost and I sometimes forget about them.

    @Nomi Push F8 and let me know what the error is in the console.

    @AUXturnA At the moment there isn't, but I'll look into it. If you want to make sure that I don't forget about it, then create an issue on the github repo:
    https://github.com/quxios/QMV-Master-Demo/issues

    @microck Wouldn't be too hard to create, but sorry I'm not interested in creating that.
  13. Is there a jump plugin that works with this?
  14. Done Quxiox :kaopride:
    I've should done that in first place, sorry.
  15. Is it possible to change the player layer (or picture layers) in game with Qmap? the player walks behind and front of this tree, but he can also climb it.
  16. @Recruit I need more information then that. And I'm assuming you mean one that works with QMovement. Either way I wouldn't know, I don't use any other plugins besides mines.

    @Chaos17 No problem! I don't mind getting the reports here, but there's been a few times that I forget about a report and it never gets fixed.

    @ZcheK By picture layer, I'm assuming you mean the Z value? If so I can add in a plugin command that lets you modify the map objects. Though the map objects would need a unique name. So you would do something like:
    qMap mapObjNameHere z10
    and that would set the z value of some map obj named "mapObjNameHere" to 10
    If you're wondering how to do it through JS, then it is possible already, you just need to get the map object from the $gameMap._mapObjs array, and change it's z property and the sprite should react to that change
  17. Hey Quasi! I just started using RMMV and wanted to thank you for your great plugins. <3 I'm eagerly awaiting compatibility between QMovement and Yanfly's Region Restrictions. They're both plugins that I don't want to live without!
  18. That would be a useful plugin command. In this context I just want to change the player's Z value as I don't want other events to be appearing over the tree. I found a workaround by changing the character to a map event and setting that event to 'above characters' so it can always be over the tree. It's a wonder why RPG Maker doesn't have a native way of changing the player Z value.

    I don't know how to do anything by JS....learning slowly with CodeAcademy, now I rely on Wizards like you. :)
  19. +1 for compatibility with yanfly region restrictions and your pixel movement plugin!

    On another note maybe you can help me out with your plugin, I am at a loss at the moment.

    I have a bridge over a river but I can't get over it when I put an X on the water tiles. When I put the river open I can get across but I can also walk on the water. Now if I could use the region restrictions from yanfly I would be able to block the player from getting near the water. I tried doing your add-on but it makes things look weird as I only need the outline not passable and not the whole tile. Thus rooting for another solution or a fast update on the plugin to allow compatibility to try it that way. Here is the picture:

    6wZ2Mcl.png

    EDIT:
    Alright, I am pretty skilled at tuning and I succeeded in about 3-4 hours to get it done for this bridge. I got your add-on to work and managed to make a few region tiles that can do the job. Must be an easier way I guess but that's my solution for now hahaha :mrsatan: