Quasi Movement

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Started by Quxios 657 posts Page 33 of 33 View original ↗
  1. Is there a way to make my player run faster and change their sprite to the running sprite through eventing, like the movement route command?
  2. I'm experiencing a issue with quasi movement and yanfly core. If i have both plugins turned on and i have a character use a "transfer player" event i get these errors. Changing order and updating the plugins hasn't helped

    error1.png error2.png
  3. Is there any jump plugins that work with this? >.> Galves dont seem to work well with this...
  4. How can I use Smart Move for events, too? It currently works only for the party...
  5. I am reporting a bug.
    Autotiles that have "three ways" (or four) don't have colliders, which causes a bug when there's smart path on. I can't step on them normally (if I have midpass on - if I have midpass off, I can enter them even normally), but the problem is - smart path leads the way through them even though they are normally impassable.
  6. How do I make a region that will like poison a character for example when he walks over it? can I make a image and paint where those areas are like the collision map does somehow?

    Also: defining the collision by color doesnt work. It only works when you use the color #ffffff. Same thing with region events, if its not that color it wont work. this is a problem cause its only gunna allow me to have one region event, as i cant define other colors to stuff, unless im missing something.
  7. Hi!

    I was checking into all these plugins, and I noticed the links to the "Addons" and "Patches" no longer work.
    I went to the main Quasi Website and grabbed all the plugins right from there, but I noticed many of them say they require the QPlus script to run.
    I've been using Yanfly's Engine, and was wondering if there was any difference between the old links on here (which are no longer available), and the ones that are available on the site? (since one of the patches was labelled for Yanfly, I'm guessing at least some of the stuff on here was compatible with their engine?)
    Has anyone tried these for compatibility?

    Any info would be great!
  8. thankyou very much
  9. Sorry if i'm necroposting.

    Can anybody help me to add a deactivate and reactivate Qmovement for a certain map in the script? I can't code in JavaScript, not that I can code anyway. The reason I want it to activate in a certain map is because I have a map with a 256x256 size; it's basically a sea (megamap) that acts as a connector for the islands (normal map). The Qmovement problem lies in the megamap; it's just too big. It seems to be very lagging whenever I'm in the megamap. But, when I'm in the normal map (islands), Qmovement seems to work perfectly fine. Can anyone help me? or maybe any other solutions?
  10. @ItsZealot Rather than trying to modify a plugin's code, it would probably be easier for you to just break up the map into a few smaller maps.

    With a bit of clever mapping around the borders, the player would not be able to tell when they transfer between maps.

    If there's no plugin command included with the plugin to enable and disable its functionality, it probably wouldn't be a simple addition for another coder to quickly figure out (and it might not affect the map lag because it's not like the plugin's code goes away).
  11. ATT_Turan said:
    @ItsZealot Rather than trying to modify a plugin's code, it would probably be easier for you to just break up the map into a few smaller maps.

    With a bit of clever mapping around the borders, the player would not be able to tell when they transfer between maps.

    If there's no plugin command included with the plugin to enable and disable its functionality, it probably wouldn't be a simple addition for another coder to quickly figure out (and it might not affect the map lag because it's not like the plugin's code goes away).
    That's actually a great idea. But how can you make the transition seamless? I never knew you could make it so seamless.
  12. ItsZealot said:
    But how can you make the transition seamless?
    You just choose Fade: None in Transfer Player, then it's a seamless transition.

    Visually, you would calculate how many tiles are visible from your transfer events to the edge of the screen, and make them the same on both maps so the player never sees a map edge.

    (I believe there are also plugins to automate that part for you, but you can do it in the editor)
  13. ATT_Turan said:
    You just choose Fade: None in Transfer Player, then it's a seamless transition.

    Visually, you would calculate how many tiles are visible from your transfer events to the edge of the screen, and make them the same on both maps so the player never sees a map edge.

    (I believe there are also plugins to automate that part for you, but you can do it in the editor)
    thanks for you help.