QPlugins - Latest: QABS

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Started by Quxios 1173 posts Page 26 of 59 View original ↗
  1. Sashi said:
    @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.

    Have you tried turning on the "Mid pass" option to have it do one more collision check?

    I had the same issue but turning mid pass on fixed it.
  2. Quxios said:
    @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.
    I don't know why, but the wave function is being incredibly glitchy for me. It's ignoring all the variables, except for amplitude. The higher the value of the amplitude, the bigger the size of the collider. I'm not sure if that's the intention. If I'm in the collider's area, the projectile picture is instantiated on the enemy and doesn't move. The picture will only disappear if I touch it; and that's also the only time I'll take damage.
  3. For ABS, is it possible to get and set an enemies HP via a script call? I'm trying to have one 'follow' you between maps.
  4. Well I'm finally back home from my trip! So sorry for late replies

    @kissaki You would need to create your own system or script like @JLowther did. I'll be recreating my QuasiEvents soon and with that you can easily create a footstep with common events.

    @Sashi Try @JLowther's solution of using the "Mid Pass" plugin parameter. If you're still getting the issue then you may just need to remove the jump on hit effects. Jumps don't check for collisions between the starting and landing points. So the issue is most likely that your wall isn't a filled collider and is one of those edge ones, and you're getting pushed over the edge.

    @Cats777 I don't think I tested wave skills in QABS, so I'll look into it.

    @ZcheK You can get it from the characters .battler() func. So like:
    Code:
    $gameMap.event(1).battler().hp;
    and if you want to set the hp, you can set that variable or use the setHp() function
    Code:
    $gameMap.event(1).battler().setHp(somenumber);
    Note that if the event isn't an enemy it'll crash since battler() will return null.
  5. Okay, after a BUTTLOAD of testing, I have discovered a bug in Qpathfind:

    It will not change chase targets if an event to chase is located at 0,0, even if that event is the player. If the event is in 0,0 when the command to chase it is given, issuing another chase command will do nothing unless the event in 0,0 moves to another spot on the grid.

    Now that I've spent 2 hours chasing THAT down, I can happily report that your plugins seem to work fine with SomeRandomDude's Command Eval Plugin:
    http://sumrndm.site/plugin-command-eval/

    ...Which allows us to take plugin commands like this:

    qPathfind e2 chase 0

    And turn them into this:

    qPathfind e2 chase ${$gameVariables.value(199)}

    ...Allowing us to dynamically change values in your plugins as needed (since I know adding in variable support is a GIGANTIC PITA).

    And now for more coffee, heh...
  6. Thanks for the code it's working great, QABS is so awesome! Maybe the next step would be adding some form of region based enemy spawner?
  7. Is there a way in QSprite to set idle animations to loop until the character moves again? I know its possible to do it with commands but it would be nice if we had a way of setting that to be the default.
  8. I found that the QAudio function in QABS doesn't work very well. It will rarely play audio; and if it does, it'll play for a split-second.
  9. @JLowther I'll look into that bug. And nice find with that plugin! I keep forgetting to add a way to use variables in the plugin commands. One of these days I'll have it built in the plugins lol

    @ZcheK No problem! And an spawn region is possible, I'll look into it soon.

    @Danteus idle animations already do loop while the character isn't moving. idle[A-Z] don't loop because they're to be used as like stretching / looking around while idle.

    @Cats777 hmm I'll look into it. It may be that audio lag issue that mv has though.
  10. Quxios said:
    @JLowther I'll look into that bug. And nice find with that plugin! I keep forgetting to add a way to use variables in the plugin commands. One of these days I'll have it built in the plugins lol

    Hope it's helpful in some way.

    The only thing it won't do is allow variables in note tags. :\
  11. Ok that fixed it. Not knowing the only idle with no letter would loop I had started labeling them from A up.
  12. Just wanted to say that QImport is a godsend.

    Carry on. :)
  13. @JLowther Yeah variables in notetag probably isn't a good idea anyways. notetags should be handled as constants / never changing. And yeh I loved the concept of QImport as well! Sadly it never got as popular as I thought it would lol, but that's probably just because I don't really advertise my plugins

    Few updates​
    QABS 1.4.2
    • Fix for wave skill action
    QPathfind 1.4.7
    • Fix for chasing not triggering event touch
    • Fix for not being able to change chase target sometimes
    Also I made my private repo's public. So you can now view the source of my site and the dev repo if anyone's curious.
  14. Decided to try out QMap, and I got this error on the map whenever I tried walking behind a tree:
    WeGUwjN.png
    This is how the tree itself is set up:
    Fad0IyO.png
    With this being in the notes box:
    <collider:circle,58,40,91,250>
    <onPlayer>
    If it's relevant, the map also has a QABS enemy starting out behind/under a layer that's set to be "Upper Tiles".
  15. @GameFire make sure you have the latest versions of QSight and QMap. I think your QSight is outdated because the lines the errors show aren't matching up with the latest version.
  16. Weird, QUpdate says that QSight is up-to-date. Version 1.1.10?
    And I just downloaded QMap a few hours ago, version 1.5.1.
  17. Can you make an enemy respawn through a variable?

    And can you change the enemy ID inside an event page? So that's every event page can be a different enemy?
  18. Hey Quxios, I was wondering if it's possible for the loot to stay in a map once you exit the map.
  19. @GameFire Yeah I guess I must have added stuff to the help that made the current github one's line not match up. I looked into it and I got the error. Already fixed it in the dev version, so you can grab it from the dev repo if you want. I'll push to the public repo tmrw.

    @nothingongoth Not really, but I can add a plugin command to spawn enemies / modify existing enemies

    @HasdrubalBarca with some editing it's possible. Would be pretty similar to how the QEventSave plugin works.
  20. Tried out the dev repo version, got the same error. The only difference is where it says some of the errors are:
    Spoiler
    To show that I have the dev repo version:
    LRrOxOi.png
    The error report itself:
    tZ0l09W.png