QPlugins - Latest: QABS

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Started by Quxios 1173 posts Page 20 of 59 View original ↗
  1. Is there a way to have Qpathfind follow a set of coordinates stored by in-game variables?

    Also, you're moving on from MV? Honestly, you're an incredibly talented individual. Whatever you choose to do, I'm sure bigger things are waiting for you.
  2. @Quxios the walking is so and so, but running (dash) in diagonally is obviously much faster and very noticeable that this will let you cover the entire map very fast. Its like running on steroids, it evens looks bad because the movement in frames is much faster, like a video recording played on 2x.
  3. @Arise You can adjust the speed of the individual frames using the QSprite Editor, but I haven't personally noticed and speed up using diagonals, just tried it in the demo file to make sure. Are you using other movement plugins?
  4. I'm using custom animation frames and obviously diagonal walking, but all plugins are from Quxios. No other custom plugins from other people.

    Im using qsprite and qmovement with pixel movement. Dashing in diagonal is way faster than it should, more like a speed hack...
  5. @Quxios I have a question about QM+CollisionMap. Would it be possible to use a plugin command to change the map's collision image?
    A hastily-made example of what I'm talking about:
    Spoiler
    map_by_natfromgamefire-dbj2yz0.png
    Base map

    map2_by_natfromgamefire-dbj2yyt.png
    Collision 1 (Keeps player from walking from the area behind the cliff to the top of the cliff)

    map3_by_natfromgamefire-dbj2yyp.png
    Collision 2 (Keeps player from walking off the top of the cliff and onto the ground)
  6. @Tricimir You can have it pathfind to a position from variables with a script call. But you can't have it chase a variable.

    @Arise If you want you can edit QMovement, and delete line 2313 and line 2316 and the speed will be adjusted properly

    @GameFire Yeah that is possible
  7. Is there any way to copy a map in QMap?

    Also I think I may have found a bug. If you type in the x and y box in the editor and try to move an object around it will disappear.
  8. @HasdrubalBarca Like copy all the Map objects from 1 map to another?
  9. Yeah, something like that. For example on the maps I'm using the <onplayer> feature for indivuals sections of walls so it gives off a nice effect. I thought maybe making templates for buildings might make the process easier. Would it be possible by editing something from Qmap from the data folder?
  10. @HasdrubalBarca Yeah it's possible, I can create a notetag that will replace that map obj with the one in the note, and replace all the properties except the x, y, z values.. So would be something like:
    <import: MAPID, MAPOBJNAME>
    Map obj names, aren't unique though, so it'd return the first one it found
  11. Another question that's come to mind.
    In the past I've tried using durability systems in combination with ABS', though they didn't seem to work (my guess was that the durability was checking for the default "player attacked" code, whereas the ABS' used a custom code).
    That being said, would it be possible to have a weapon/armor durability system using QABS?
  12. Hello there, i was wondering if it would be possible to add footstep sounds that work with Qmovement? I tried the Yanfly plugin but doesnt seem compatible with pixel movement since the plugin possibly interprets every pixel as a regular map square. Sorry if this has been asked before!
  13. @GameFire Yeah, like you said ABS
    uses it's own function when dealing dmg. So a patch would be a simple change to just call the durability's function from the abs's dmg function

    @Amarok Yes it's possible, but I'm not interested in doing so, sorry.

    Updates​
    QABS 1.3.0
    • More help details
    • Fixed a bug with skill collisions
    • Changed skill picture handling and added animated pictures. Pictures filename just needs to have the %[COLS-SPEED] identifier
    • Lots of other code changes
    QTouch 1.1.0
    • Added more help details
    • Added plugin command to change cursor image
    QM+Followers 1.0.2
    • Fix for follower diagonals?
    QInputRemap 2.1.3
    • Fixed a crash when settings keys back to default
  14. Thanks so much for the cursor change plugin for QTouch.
    Here's a video of how I'm using it with the skill bar.

  15. Not sure about everyone else here, but all I am getting is a blank white screen when I load the QMV-Master Demo.

    I have the latest version of QMV and RPG MV 1.5.

    Any help on this would be greatly appreciated!

    Thanks Quxios for an amazing set of plugins! Can't wait to try them out!

    UPDATE: I figured it out. Thanks again Quxios! It's Awesome!
  16. @bass2yang No problem! and what fixed the issue?
  17. 1. In the QABS demo, if you learn a skill thru the scriptcall "$gameActors.actor(1).learnSkill([1]);" it will become active in the skillbar but still greyed out as if you didn't have it.

    2. Can I request a "skill starting position offset" feature? This would help with non standard sized characters, so that the skill doesn't always appear from their feet.

    3. I'd also love an option to have the skillbar at the top of the screen. I worked out how to change the code to put it up, but not how to make the skill info appear underneath.
  18. Quxios said:
    @bass2yang No problem! and what fixed the issue?

    Hi Quxios,

    I needed to load up a new project and copy over all the files. For some reason, I assumed that downloading it would work. Then I kept reading through your download page and found step by step instructions. Very helpful and everything works now. Great plugins!

    On a different note - you mentioned that it is possible to add an ally in your QABS system that follows you or has their own AI?
  19. @ZcheK
    1. I'll take a look into it. That plugin (skillbar) needs a massive rewrite as well, there's a lot I can optimize in it.
    2. Sure, I can also add a infrontCollider, setting so that skill uses that collider to calculate it's position instead of it's collision collider. Ex:
    in the skills absSettings, you can add in:
    infrontCollider: projectile
    and then in the event/characters add the <colliders> notetag like:
    <colliders>
    collision: box, 48, 48
    projectile: circle, 40, 32, 4, 8
    </colliders>
    so the projectile starts a little closer to the center
    3. Yeah, I'll probably give that whole plugin a good rewrite!

    @bass2yang Ah yeah, thanks!
    It is completely possible and would be pretty simple for the avg js dev, but not something I plan on adding.
  20. Any plans for a party system or friendly identifiers for QABS?