QPlugins - Latest: QABS

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Started by Quxios 1173 posts Page 54 of 59 View original ↗
  1. I noticed that when the player holds down the alt button he can go through any collision. How to get rid of this?
  2. It should be the ctrl button, and that's not to do with any Qplugins, that's just an RPG Maker feature. Only works in playtest.
  3. Feedback on some Qplugins in case anybody is porting them over and is looking to add new features (I think Lunatechs was taking a look at this)

    - QABS doesn't really have functionality to delay the hitbox coming out. Using a skill that has a hitbox spawns the hitbox as soon as the skill is activated which makes it awkward to create skills that have wind-up animations. You can use a separate skill for the wind-up animation and force-skill the next sequence of the skill but that creates a lot of problems in terms of aiming and direction detection.

    - QABS desperately needs more control of where to place the hitbox on a skill. For some reason, QMovement gives great control on where you can place an event, however QABS only allows you to move the hitbox of a skill forward and backwards. This makes it very difficult to create good-looking skills for large/tall player sprites which is weird since that's the entire point of QSprite - a plugin that is meant to be great alongside QABS.

    - QSprite Editor crashes hard with large sprites. It seems like creating a pose in QSprite Editor actually takes copies of each frame in order to create the pose sequence. However, if your sprite is very large or has a very high resolution, this will crash the program. You can get around this by splitting your sprite into two different events and putting them right on top of each other but again, it's a pretty big pain. YEP's grid-free-doodads handles larger sprites much more smoothly - not sure how they do it but if anyone knows, that's something to consider.

    Not actually expecting these to be fixed/addressed or anything. They're great plugins as is. Just pointing out these issues I've had in case anybody finds that relevant to using this plugin and if adding features was on the table for whoever might be working on porting these over to MZ.
  4. I might add that...

    in skill settings, you can write:
    user speed inc 3
    user speed dec 3
    and it's woking fine, right up to the moment when your attack been canceled. In that case speed do not reset, and you become SUPERMAN. I probably look in the script and fix it for myself, but it's a pain.

    Also you can't add invincible cooldown, when player get hit, and do not take damage some time(Or you can? I did not found this option)

    You don't have options to walk through enemies. I have to make all enemies below player, but this is a very crooked decision.
  5. id0 said:
    I might add that...

    in skill settings, you can write:
    user speed inc 3
    user speed dec 3
    and it's woking fine, right up to the moment when your attack been canceled. In that case speed do not reset, and you become SUPERMAN. I probably look in the script and fix it for myself, but it's a pain.

    Also you can't add invincible cooldown, when player get hit, and do not take damage some time(Or you can? I did not found this option)

    You don't have options to walk through enemies. I have to make all enemies below player, but this is a very crooked decision.

    Can you not give the enemies interaction colliders as opposed to collision colliders?
  6. Oir said:
    Can you not give the enemies interaction colliders as opposed to collision colliders?
    But won't it be the same as through?
  7. id0 said:
    But won't it be the same as through?

    I'm not really following. You want to be able to walk through enemies without them acting as physical colliders yet still retaining their colliders for other interactions such as talking or getting hit with abilities right?

    This is done with interaction colliders as opposed to collision colliders.
  8. I am struggling with the QSight plugin... when an event "sees" a player I set up a self switch for it to take an action. It does part of the behavior i.e. I set it to move towards the players when spotted which works but it never executes any of the trigger code properly... i.e. if I run it as a parallel it keeps firing the event until i leave the line of sight or if I use auto, it locks the player. Whats the proper way to hook into the trigger contents of an event for QSight?
  9. Oir said:
    I'm not really following. You want to be able to walk through enemies without them acting as physical colliders yet still retaining their colliders for other interactions such as talking or getting hit with abilities right?

    This is done with interaction colliders as opposed to collision colliders.
    I don't want enemies walk through the walls but player can walk thruogh them, that's all.
  10. blade2xs said:
    I am struggling with the QSight plugin... when an event "sees" a player I set up a self switch for it to take an action. It does part of the behavior i.e. I set it to move towards the players when spotted which works but it never executes any of the trigger code properly... i.e. if I run it as a parallel it keeps firing the event until i leave the line of sight or if I use auto, it locks the player. Whats the proper way to hook into the trigger contents of an event for QSight?
    Ok I figured it out. Not sure if this is the most efficient way but here is the solution

    MV - (Solved) QSight Plugin trigger event code on sight collision
  11. Trying to make an event passable for the player (and player only) under certain conditions but it doesn't seem to do anything.
    It works when I exclude some events but not with the player.
    1612992899344.png
  12. KotoYama said:
    Trying to make an event passable for the player (and player only) under certain conditions but it doesn't seem to do anything.
    It works when I exclude some events but not with the player.
    View attachment 179067

    You're just leaving comments which don't do anything. You need to be leaving plugin commands which is the very last option in the event commands tab (right underneath "Scripts").
  13. Eh? But they do work with events. Plus I found this under Notetag\Comments section. Plugin command doesn't do anything for me.
  14. KotoYama said:
    Eh? But they do work with events. Plus I found this under Notetag\Comments section. Plugin command doesn't do anything for me.

    Oh yeah you right
    I dunno then
  15. Has any problem using qaudio in Skills?? Lile:
    <absSequence>
    wait 20
    user qaudio frog se
    </absSequence>
    I can't listen the sound (in windows)
  16. I would like to use the QM+CollisionMap plugin to use an image as collision map.

    However I also use two plugins by GALV. These are his CharacterFrames & his DiagonalMovement-plugin. Those give me the opportunity to use diagonal charsets & more animation frames. But there seems to be an compatibility issue betweens GALVs plugins and QMovement. Diagonal movement is not working if QMovement & Galvs plugins are activated (the character basically teleports around)

    Does anyone know a way to include diagonal charsets & unlimited animation frames in QMovement? This way I could deactivate Galvs plugins.

    Or does anyone of you know a way to solve the compatability issues between those plugins?
  17. Deduu said:
    diagonal charsets & unlimited animation frames
    That's basically what QSprite is: https://quxios.github.io/plugins/QSprite
    It has a sprite editor where you set up poses (including diagonal poses, but also including custom poses you can use for cutscenes/for stuff like QABS), and there's no limitation on animation frames.
  18. Thank you. I will have a look at this.
  19. I can't for the life of me figure out how to make the ranged attack spawn the arrow picture higher up.

    I am using large sprites so the default settings makes it look like the arrow is coming from the players feet. Looks bad when facing left or right. Anyone know how to change this?
  20. I have been trying to figure out how get the attack collider of a melee attack to work diagonally? When the mouse is pointing in a diagonal direction I want the attack to face the cursor rather than the closest grid direction. The character can move diagonally fine. I tried it both with and without QSprite.

    A second issue is that some of the tiles are graphically glitching when I enable the QABs and Qmovement related plugins.

    The water tiles are flashing in a weird way that doesn't match how the animation is formatted.
    Some roof autotiles are also glitching. Every space is displaying the top edge version in game. It displays correctly in the editor but not in game. It also displays correctly in the version without the Qplugins.

    I am trying to use it with galv's farming plugin. But, the issues are still there when I disable it or go to a map without events that deal with it.

    I am mainly planning to work with QABS because from what I could tell it has better support for ranged attacks and movement abilities than the other ABS systems I could find. But, I am not super attached to it yet. Although, it looks like it has a lot of potential. After you get past all the setup time.