Well the reason why I was asking/stating about map transfers with QAudio is because if you're using a "Transfer" to go from one map to another (eg = south end of town -> town center -> north end of town) it wouldn't make sense for the BGM or BGS to just "restart" or "stop" upon transferring between maps except when entering a "different" type of area (eg = town center -> inside a shop). It just seems really odd that such a function that MV, like other RPG Makers, has by default isn't exactly possible with the plugin not having the ability to retain audio.
QPlugins - Latest: QABS
● ARCHIVED · READ-ONLY
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I guess I do have a minor bug to report... (maybe?)
When an event's priority is set to "Above Characters", it won't pass over the player if "QMovement" is enabled (unless you completely remove the player's collision box, I mean).
I guess the collider box isn't being placed below when it changes? -
@Quxios I have a slight problem, I added a circle collision to an event, for some reason mouse input works better this way to when I click on the event. I know mouse movements is buggy, just saying.
The problem is when my actor touches the event then I get the dialog opened, but I want to open the dialog only if the actor is facing the event, not if I go away from it. As it is now, if I'm too close to the event, when I move away I still hit its collision circle, or for example if I walk around the event I could hit its collision circle, and I would like to avoid that.
Is any way I could check for the condition if the actor is facing the event? -
Is it me or it seems Idle[A-Z] doesn't work?
I check the master demo but the NPC supposed to display idle[A-Z] just playing a walking animation?
Basically idle[A-Z] is auto play on a Fixed NPC right? -
I'm running into a problem when I'm trying to use Quasi Movement and Quasi Sprite:
I'm using all the default settings, my Json file has all the movement, dashing and idle animations from 1 to 9 (not 5), everything works without Quasi Movement.
It seems like I'm missing an animation I have to setup on the json file, but I don't know which one.
Update: It has to do with the order, QMovement has to go first, I was not missing any animation. -
@Espilonarge I see, while I understand it's not something I'll be adding. Because the user would then need to be able to offset all the QAudios somehow based on which map they're on. As for the BGMs, If I recall, if the maps have the same BGM I thought they didn't start over?
@JLowther Not sure what you mean
@Arise There's no function to checks, but you can check by doing some basic math. For example, one approach would be to first check the players dir, and then check if the event is on that side of the player. So if the player is facing up, check if the events y is less then the players y. Can also do some trig to get the angles between the event and player and shift it by players dir (as a radian) and check if its less than 90 degrees.
@Isabella Ava I took a look and it's working fine. I don't think you understand what idle[A-Z] is. idle[A-Z] is a random pose that plays when you're idle. You can use this to make your characters look more lively when they're not moving. For example, you can make them look around, stretch, ect while they are standing still. And The demo doesn't have proper sprites to truely show off QSprite
@Lilithdx Sorry but Quasi plugins are unsupported. Also Quasi plugins aren't QPlugins. -
Running into an issue and I'd like to see if there's something I'm not thinking of. (And I disabled all other plugins to be narrow down the problem)
The problem occurs when using QMovement in conjunction with QInput. With just Movement, everything's fine, and with just Input, everything's fine. But together causes the issue.
Using QInput - with a wireless xbox 360 controller - if I turn on the controller 'after' I start the game(playtest), everything works perfectly. However, if the controller is already powered on before I start the game, then neither the analog stick nor the d-pad do anything.
Also, something I only just discovered, QInput Remapper won't remap any of the gamepad options. Keyboard change just fine, but nothing on the gamepad changes anything - yet I can still maneuver the menus just fine with it. This Remapping problem is true even if QMovement is disabled.
I'm going to plug away at the finding what's causing this, but I'd much appreciate any insights!
~ Zephyr -
Hi, thank for replied @Quxios . I do understand idle[A-Z] is poses those playing randomly (like eye blink ... etc)
I just don't know how to make it work?
Here please take a look at my Qsprite Editor
And this is how i configure my sprite
I know that it missing a lots of pose but i only want to test how idleAZ work
I have only Qsprite.js plugin installed.
I checked in plugin Help, it said to make Qsprite work just changed sprite name to %Config-Filename
So i presumed after i changed Event001 sprite to %Config0-People4.png it should work by default, IdleA-Z will play here & there randomly but nothing happened.
Can you tell me how or did i do something wrong, @Quxios. Thank you very much -
I think Jlowther has the same "issue" I initialy had, if the event is on the same level (priority) than my character then the bounding box/bounding circle act as a collision box, and if you click on it is not possible to use the action event because when navigating with the mouse you click on a "red" spot defined by the bounding box and the character refuse to move.
So the "partial" solution in my case was to move the event on a low priority so I could step over and change the action to touch, so when my character touches the collision circle (I made one small collision circle) it will open the event processing code. -
Hey Quxios, is there a script call to change a map's <cm:> notetag to use a different image through an event? I have an Above/Below rooftop scene and I'd like to switch between collision maps depending on if the player is on the ground or roof. If this is not possible, I can find another way but I figure I'd ask first. Thanks again for the awesome plugins! [:
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Having a problem with the "event touch" happening when using QPathfind: the event is set to "event touch" but no matter if I set it to "move toward" or "chase", it will just stand next to the player without initiating the script for touching.
If I disable the Q suite, the event will immediately resume using its touch script upon making contact with the player.
I've tried this with both default and interaction boxes set and neither one works. Any ideas on how to rectify this? -
@ZephyrAM That first issue with the controller isn't an issue with my plugins. It has to do with how the gamepad API works. It won't know if a gamepad is connected unless you connected while the game is running, or if the game is already running then you have to push a button.
For the remapper, remapping the keyboard won't remap the gamepad because they are different buttons. If you want to remap the gamepad you have to use the gamepad during that scene. Though I don't remember if I created gamepad remapping.
@Isabella Ava Your config and usage looks fine. The only thing I can think of is that it's not working because you might need the base idleX poses as well.
@Ziddeth There's no plugin command but you might be able to with a script call:
Code:$gameMap.loadCollisionmap("collision map name");
@JLowther Sounds like a bug, it used to work but I may have removed it for QABS performance. -
Is it possible to arc or change the direction of the projectiles of ranged attacks in QABS? The only solution I could think of is using forceSkill with an angle offset after the projectile reaches a certain range; but that would mean creating copies of the same skill, which would clutter up the database, especially if I wanted to have intricate projectile patterns for different enemies. I imagine it would be highly inefficient as well.
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@Quxios that worked! Thanks a lot!
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Sounds like a bug, it used to work but I may have removed it for QABS performance.
Yeah, it starts working if I turn QABS on, but I hadn't intended on using QABS and I'm trying not to go too crazy on plugins. -
@Cats777 If you want to do an arc you can use the wave action instead of move and set the harm to 1 and adjust the amplitude for how far out to curve. If you want the skill to do a sharp turn, then your approach with forcing a skill with an offset is the correct way.
@Ziddeth no problem!
@JLowther Well I'll look into it when I have time, possibly next week since i'll be out of town most of this week.
Few updates! Bit lazy to copy / paste and reformat so here's the link!
There's 2 new plugins and 2 updates for existing plugins. -
Well I'll look into it when I have time, possibly next week since i'll be out of town most of this week.
Much obliged and no rush. :) -
I used the qmovement a lot and as I progress, I want to bind footstep sounds too. I tried using YEP_FootstepSounds but the problem between YEPs and Q is, that the sound is played WAY to fast for pixel movement. I had a workaround where I would set the movement back to 48 pixels in Q, but that would mean leaving out that great feature.
Has anyone had any luck with Yep Footsteps and QMovement or any good workaround? Or is there any other mod that for footsteps that would work with Q? I'd rather keep QMovement for its comfortable movement... -
I used the qmovement a lot and as I progress, I want to bind footstep sounds too. I tried using YEP_FootstepSounds but the problem between YEPs and Q is, that the sound is played WAY to fast for pixel movement. I had a workaround where I would set the movement back to 48 pixels in Q, but that would mean leaving out that great feature.
Has anyone had any luck with Yep Footsteps and QMovement or any good workaround? Or is there any other mod that for footsteps that would work with Q? I'd rather keep QMovement for its comfortable movement...
There's a solution I've created via scripting but I'm not sure if it's a good fit for you...
You can have a common event running parallel all the time the checks to see when the player moves on screen from their previous location and plays the SE when that happens.
I'm not sure if you want to add that much extra overhead to your project, though... -
@Quxios Hey, I found a small issue when creating a basic dungeon. Setting enemies inside with a small kickback on the player, there are some ceiling tiles that the player gets pushed through. As you can see in the first picture I uploaded. It only happens when getting pushed down and only with a few of the tiles, its never a problem going sideways or up. The player is limited to movement only on that tile.
I did double check that they are impassible. This leads me to my next issue with trying to pair this plug in with SAN Map Generator. As seen in the second picture the player can walk right through the walls. This is the link to the plug in https://forums.rpgmakerweb.com/index.php?threads/map-generator.51808/ the demo included works fine. I read a post that said this has an issue with pixel movement. Was wondering if there was a way to solve this? I need to create random dungeons that can work with your ABS plugin.