QPlugins - Latest: QABS

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Started by Quxios 1173 posts Page 7 of 59 View original ↗
  1. Updates​
    QMovement 1.1.3
    • Fixed a crash when clicking on map

    QPathfind 1.2.0
    • Fixed a issue with using wrong variable on node cost, pathfind should preform faster now
    • Started a jump implement ( not sure if I'll actually finish this though, I'd prefer a theta* over jps for pixel based )
    New​

    QYScale - Download

    This plugin will zoom in/out character sprites based on their y position on the map.

    (Master demo will be updated sometime this weekend hopefully)
  2. Quxios said:
    @EyesUnclouded Yup, similar to a reply a couple of msgs back:
    https://forums.rpgmakerweb.com/index.php?threads/qplugins-latest-qmovement.73023/page-5#post-710452
    You would use that function inside ColliderManager.

    That functions accepts 2 parameters; A collider as the first, and a function as the 2nd. Character objects are passed into the function, if the function returns true that character is kept, if it returns false that character is ignored, if it returns 'break' it'll stop looking for characters ( this is useful if you only need to check for a single collision, if a collision is found no need to continue checking other characters)

    Here's an example from the collision checking for characters:

    Code:
        var collider = this.collider(type);
        var collided = false;
        ColliderManager.getCharactersNear(collider, (function(chara) {
          if (chara.isThrough() || chara === this || !chara.isNormalPriority()) {
            return false;
          }
          if (this.ignoreCharacters(type).contains(chara.charaId())) {
            return false;
          }
          collided = chara.collider('collision').intersects(collider);
          if (collided) return 'break';
        }).bind(this));
        return collided;
    (From Game_CharacterBase.prototype.collideWithCharacter)
    * Note that function returns an array of all the characters that it found.

    Here's another example of getting all events that intersect a passed in collider:

    Code:
          var events = ColliderManager.getCharactersNear(collider, function(chara) {
            if (chara.constructor === Game_Event && !chara._erased) {
              return chara.collider('interaction').intersects(collider);
            }
            return false;
          })
    (From Game_Player.prototype.startMapEvent )

    I want to make an if statement to check for collisions between the player and events or events with events, but I'm too stupid to understand this code you posted here. Is there a simple script call or plugin command to do that?
  3. @ZcheK you can use the "collideWithCharacter(TYPE)" function, TYPE is a string for which collider to use to check. It checks if the character is colliding with any characters other then itself at it's current position. It ignores characters that are through and not normal priority.
    Example usage:
    Code:
    $gamePlayer.colliderWithCharacter('collision')

    If you want to check if a character colliders with a specific character, then you'll have to use those examples I listed. Atm there is no single liner for checking but it can be done.
  4. Quxios said:
    @ZcheK Ah yeh, that's just how the A*Star algorithm works. To make it cleaner I can add extra costs for direction changes or mix in jump point search. I could also add a change in the path to move route, where it check the next move and if the current is a horz and the next is vert, change it to a diagonal. But the problem with that is that the path typically isn't like that, it's usually like 4 left moves 4 ups, ect. But when the path is animated it looks like single moves in each dir but thats since in pixel move each move is typically completed in a single frame.

    @shinichi999 The issue is that it doesn't know weither the user prefers to use the key window by using the arrow keys, or by typing. So by MV default it'll use the arrow keys, and if a keyboard input is detected it switches to keyboard mode. So no you don't need to delete the whole name, you just need to add 1 extra letter or delete a letter to change it to keyboard mode then enter will work. And I won't be changing that behavior.

    Also QInput does work with Gamepads, make sure the gamepad keys are configured in the plugins parameters. If they aren't then they won't work.

    You mean this, right?

    - Buttons: $A, $B, $X, $Y, $SELECT, $START
    - Triggers: $L1, $L2, $L3, $R1, $R2, $R3
    - DPad: $UP, $DOWN, $LEFT, $RIGHT

    I use an Xbox 360 control with a wireless receiver for PC... I can control the whole game with the gamepad, except where you have to input the name.

    Is there another special way to map the keys?
  5. How do I get Region Colliders to work? I'm using example 1 and there are no errors in the console:
    Code:
    {
      "1": [{"width": 32, "height": 32}]
    }

    93v4sEX.png
  6. So many questions for you Quxios. :eswt:

    Thanks for your reply !
    QYscale looks pretty neat. Can we restrict the zoom scale for the player character only ?
  7. @shinichi999 Ah your right. That's because I force check for a specific key not an action (in this case, only checking for the arrow key). I'll add a patch to check for a specific gamepad key as well. This is because if someone adds for example, wasd keys to the move keys, we dont want wasd to move the cursor since those should be typing keys.

    @Kest QMovement currently has no RegionMaps yet. Though an addon will be coming shortly, it's already out for patrons.

    @microck Atm nope, but I can add in a notetag/comment that you can add to events to ignore scale.
  8. Yes It will be usefull for people who use some events characters for background.
    Anyway, very smooth plugin !
  9. Quxios said:
    @Kest QMovement currently has no RegionMaps yet. Though an addon will be coming shortly, it's already out for patrons.
    ??

    Does the Region Collider addon not work yet? It's visible to the public on your website.
  10. Actually the QMovement collision must have changed while I was on break because it was never overlapping like this when I first started using it:

    tFUGKzf.png

    My tiles are set to 32x32 and I'm guessing your collision is stuck on 48x48?

    n1pf19z.png
  11. @microck Yup, I forgot about that =p

    @Kest It works. The help is visible on my site but no link is visible, only patrons have the link which can be found in this patreon post. The main difference is that the file name changed from RegionBoxes.json to RegionColliders.json and you can create circle region colliders now

    As for that screenshot, thanks for reminding me. I forgot to scale tile boxes based off tilesize. But for your events / player colliders you need to change those your self in the plugin parameters in inside the player / event themselves.
  12. Yea I fixed the event / player colliders. Thanks
  13. I'm back again (oh no haha, sorry for my english :p). This is about QYscale, I think I find a bug.
    So I put in the notetag of the map [1]"<scale:-0.1,1>". I go to the middle of the map so my player character is almost at 50% scale. It's fine.

    After that, I create a custom menu (when the player push the esc button, the game save coordinates player X; player Y and Map ID), so when I push escape, I go to the custom menu (the custom menu is in the map [2]). But when I close the menu and back into the game in the map [1], the player character is in 100% scale instead of 50% until I move.
    I need to move for get the proper scale.
  14. Quasi, I have a problem, the enemies do not have damage by status like poison.
    How I put a negative status to work on enemies ?
  15. Updates​

    QMovement 1.1.4
    • New plugin commands (details can be found in the help / site page)
    • Tilebox scales with tilesize
    • Some w.i.p. on experimental functions

    QNameInput 2.0.2
    • GamePad fixes for Window with keys

    QYScale 1.0.2
    • Added <noYScale>
    • Fix for when setting position
    links found at:
    https://github.com/quxios/QMV-Master-Demo/tree/master/js/plugins

    Also updated the Master demo maps to include QYScale

    @microck let me know if that update fixes the issue for you.
  16. Great ! The 2 fixes works like a charm, thank you. :hhappy:
  17. Found a little bug with the Master Demo with the latest MV version. Trying to test out battles via the editor causes this error.
    "Uncaught TypeError: Cannot set property '_QAudios' of null"
    Here is the console:

    Failed to load resource: net::ERR_FILE_NOT_FOUND
    rpg_managers.js:1756 Error: Failed to load: data/Test_QMap.json
    at Function.DataManager.checkError (rpg_managers.js:171)
    at Function.DataManager.isDatabaseLoaded (rpg_managers.js:97)
    at Scene_Boot.isReady (rpg_scenes.js:186)
    at Function.SceneManager.updateScene (rpg_managers.js:1823)
    at Function.SceneManager.updateMain (rpg_managers.js:1790)
    at Function.SceneManager.update (rpg_managers.js:1714)
    rpg_managers.js:1726 Uncaught TypeError: Cannot set property '_QAudios' of null
    rpg_managers.js:1727 file:///C:/Users/Moisesjr/Documents/Games/Project3/js/plugins/QAudio.js 369
    /C:/Users/Moisesjr/Documents/Games/Project3/js/plugins/QAudio.js:369 Uncaught TypeError: Cannot set property '_QAudios' of null

    I also get a different error on a different project
    "Error: Failed to load: data/Test_QMap.json"

    file:///C:/Users/Moisesjr/Documents/RPG%20MAKER/Project3/data/Test_QMap.json Failed to load resource: net::ERR_FILE_NOT_FOUND
    rpg_managers.js:1756 Error: Failed to load: data/Test_QMap.json
    at Function.DataManager.checkError (rpg_managers.js:171)
    at Function.DataManager.isDatabaseLoaded (rpg_managers.js:97)
    at Function.DataManager.isDatabaseLoaded (/C:/Users/Moisesjr/Documents/RPG%20MAKER/Project3/js/plugins/YEP_CoreEngine.js:815)
    at Function.DataManager.isDatabaseLoaded (/C:/Users/Moisesjr/Documents/RPG%20MAKER/Project3/js/plugins/YEP_BaseParamControl.js:540)
    at Function.DataManager.isDatabaseLoaded (/C:/Users/Moisesjr/Documents/RPG%20MAKER/Project3/js/plugins/YEP_ExtraParamFormula.js:402)
    at Function.DataManager.isDatabaseLoaded (/C:/Users/Moisesjr/Documents/RPG%20MAKER/Project3/js/plugins/YEP_SpecialParamFormula.js:433)
    at Function.DataManager.isDatabaseLoaded (/C:/Users/Moisesjr/Documents/RPG%20MAKER/Project3/js/plugins/YEP_BattleEngineCore.js:1037)
    at Function.DataManager.isDatabaseLoaded (/C:/Users/Moisesjr/Documents/RPG%20MAKER/Project3/js/plugins/YEP_X_AnimatedSVEnemies.js:871)
    at Function.DataManager.isDatabaseLoaded (/C:/Users/Moisesjr/Documents/RPG%20MAKER/Project3/js/plugins/YEP_X_BattleSysCTB.js:518)
    at Function.DataManager.isDatabaseLoaded (/C:/Users/Moisesjr/Documents/RPG%20MAKER/Project3/js/plugins/YEP_X_CounterControl.js:740)rpg_managers.js:1756 SceneManager.catchException


    Now in this one battles do not work in maps made or tinkered with the Map Editor. The battles starts but no menu pops up and it's just the sprites moving. Actually further testing shows that it affect pretty much every map except a select few for some reason.
  18. @Dinodolpho Not sure what you mean as none of my plugins are battle related.

    @HasdrubalBarca Thanks for the report! Will look into it asap
  19. New Plugin​
    QM+RegionColliders
    Download - https://github.com/quxios/QMV-Master-Demo/tree/master/js/plugins/QM+RegionColliders.js
    This is an addon to QMovement plugin. This addon adds a feature that lets you add colliders to regions. In QuasiMovement this was known as RegionBoxes. Region Colliders take priority over tiles. So if there's a region over a tile, it will use the region collider instead of that tiles collider. With this you can make certain impassable tiles passable by adding a passable region collider ontop of it.

    Updates​
    QPlus 1.1.5
    • Updated the Request func

    QMovement 1.1.5
    • More work on the new collider funcs

    QMap 1.2.1
    • Uses QPlus to load map instead of DataManager. Should fix crash when using test battle

    QAudio 2.2.1
    • Fix for test battle
    Files can be found here: https://github.com/quxios/QMV-Master-Demo/tree/master/js/plugins
  20. Nice. Your new updates have stopped the crashes and it seems to work fine on the master version. However it still seems to be inactive in another project using Yanfly's plugins. The battle will start but nothing else happens. I'll do some testing with the master demo and see if I can see what is causing it.

    EDIT: It appears it's actually because of my project. Copying everything into the master demo seems to make everything work perfectly. Again even more testing shows it's pretty much a mistake on my part :hswt:
    Everything works as intended.