QPlugins - Latest: QABS

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Started by Quxios 1173 posts Page 14 of 59 View original ↗
  1. @Eren Thanks!

    @ZcheK That is odd, I thought the editor had a way to set the player to "above player". As for learning JS Codecademy was a good spot to start learning js. After you got the basics, just start working / moding existing plugins to try to understand what they did and what they did what they did.

    @Dutch Power Creations The best solution for that bridge issue is to use the region colliders addon, and use an empty region collider over that area. Using a region restriction plugin wouldn't be a good solution in that case because for best compatibility every character can only be on 1 region at a time. But with colliders it's possible to be on 4+ regions all at once. Kind of hard to explain the issue, but basically using colliders is the best solution in a collider based collision check system.

    Updates​
    QPlus 1.3.3
    • Quite a bit of code changes
    QMovement 1.3.6
    • Character x / y values now return the floor'd value of the center of their collider. Should fix most issues regarding character x / y values.
    QPopup 1.0.3
    • Some changes to act more like a sprite then a window
    QSight 1.1.5
    • Sight will update if the characters radian value changed
    QImport 1.0.2
    • Small code changes
    QM+Followers *NEW*
    • Adds basic follower support for QMovement. Note: I won't be continuing work on this plugin, so if there's issues with it, well you'll have to find someone else to fix it.
    Commits - Repo

    Regarding Yanfly patches. For the collision based plugins, check this a try:
    https://github.com/quxios/QMV-Master-Demo/issues/2#issuecomment-305035994
  2. Possible to add to Q movement that only events or the player is affected by the collision tile? Or in the RegionCollision? Can't find a way so that events aren't able to get into a specific area anymore since YEP region restriction broke down because I want to use your plugin.
  3. No error, but it doesn't work either. Just ignore it like it's not there. I put it on the bottom of my plugin list and swapped it a few times to see if it works when placed somewhere else but doesn't give me any error either.

    There is a little typo in your help file of your region colliders:

    This is what you have in the HELP section as the example but gives an error:
    "2": [{"width": 48, "height": 4, "type": "box"}, {"width": 32, "height": 32, ox: 8, oy: 8, "type": "circle"}]

    This is what works:
    "2": [{"width": 48, "height": 4, "type": "box"}, {"width": 32, "height": 32, "ox": 8, "oy": 8, "type": "circle"}]

    Might confuse a lot of new people.
  4. @Dutch Power Creations I'll test it later on myself then.

    And also nice catch on that help error, will fix asap, thanks!
  5. Here is another one in your Qmove plugin:

    Qmovement helpfile
    ----------------------------------------------------------------------------
    **QMove**
    ----------------------------------------------------------------------------
    ![QMove Script Call](https://quxios.github.io/imgs/qmovement/qmove.png)

    To do a QMove, add a script in the move route in the format:

    ~~~
    qmove(DIR, AMOUNT, MULTIPLER)
    ~~~

    - DIR: Set to a number representing the direction to move;
    - 2 (should be 6?): left, 4: right, 8: up 2: down,
    - 1: lower left, 3: lower right, 7: upper left, 9: upper right,
    - 5: current direction, 0: reverse direction
    - AMOUNT: The amount to move in that direction, in pixels
    - MULTIPLIER: multiplies against amount to make larger values easier [OPTIONAL]

    Example:
    ~~~
    qmove(4, 24)
    ~~~

    Will move that character 24 pixels to the left (Should be right).
  6. I have a question in regards to the Qmovement plugin. The qmove plugin command allows an event to move in any direction in regards to a specific pixel amount. My question is if it is possible to move an event in a random direction. Since the plugin converts movements to that of the grid size, setting an event movement to "Random" in the its event page under "Autonomous Movement" causes for strange movement patterns. I could change the grid size, but that in turns creates conflict with all the collisions that have been created upto that point of time.
  7. @Dutch Power Creations Thanks again! It is an error but 4 is left, and 6 is right. So the example part is correct but the dir info is still wrong.
    As for the YEP patch, I tested the region restrictions and it worked for me. But the passable regions don't work to great, but this is again because of what I mentioned in my earlier post about being on multiple regions at once.
  8. @Quxios Yeah I noticed my events stopped moving now and then, but sometimes the events still moved through the unpassable tile (Yep plugin). Maybe you will make an awesome update in the future with making your colliders being able to only affect the player or events (or even event ID's) ow master wizard :mrsatan:

    Keep up the great work and thanks for replying!
  9. @parmpreet001 Yeah, first set that events direction to a random dir then use the qmove and set the direction to 5 so it moves forward. So something like:

    @Dutch Power Creations I can patch it so the "Allow regions" works better, but not much more I can do for the restrict part.

    And no problem, I try to reply to all the msgs I get. There may be a few times where I get too many msgs at once that when I'm replying I end up forgetting to reply to one of them, if that ever happens feel free to ask again or pm me if it's been like more then 24hrs since it's been "ignored"


    Updates​
    QPlus 1.3.4
    • Fix in QPlus.stringToAry func that wasn't allowing negative or decimals in the point format
    • Added QPlus.adjustRadian
    QMovement 1.3.8 (idk what happened to 1.3.6 and 1.3.7 lol)
    • Code changes, mostly relating terrain and regions
    QSight 1.1.6
    • Fix for all tiles being ignored if the 'See Through Terrain' parameter was empty
  10. Nomi said:
    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? :(

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

    Sry, bit late...I didnt notice the message :)
  11. @Nomi No problem! First grab the latest QPlus, then if you're still getting the error, give me the full log. I feel like you cut off the top part on that error log. The first error(s) should show what MV was doing before the error, which is important when debugging.
  12. Quxios said:
    @Nomi No problem! First grab the latest QPlus, then if you're still getting the error, give me the full log. I feel like you cut off the top part on that error log. The first error(s) should show what MV was doing before the error, which is important when debugging.

    not Nomi, but same issue with me. thought i'd expedite and attach the screen
  13. @Quoxios

    Hi again, I updated QPlus but the error is still there.
    upload_2017-6-6_2-38-37.png

    This is all i can find if I press F8. The error occurs right at the start of the Game (before menue or anything).
    Could it be that its connected to the name? Pokemon Evolution? The space is shown here as %20? Or is that the way it has to be?
  14. When I use the <ox=X> <oy=X> notetag on an event with multiple pages, it seems to add the offset over and over, so I end up with the event in funny positions.
  15. @Quxious :Ah! That makes sense...as it's an old project.
    And it seems like you are totally right - at least it works now. Have a nice day and thanks a lot for your help!
  16. Updates​
    QMovement 1.3.10
    • Fix for event offsets
    If anyone finds any issues with my plugins and MV 1.5.0, let me know.
  17. Hey!

    Is it possible to increase the amount of movement required for it to count as a "step" ($gameParty.steps())? Now if I have 1 pixel per movement, each pixel moved counts a step and I would like it to still be the normal 48 pixels (one tile) that counts as a step