The QMap objects retaining between maps seems to be fixed with the latest update. Found a small problem if you use the plugin command included in the the script e.g
"QMap SwordSwing animate once 4" with an event and activate it again before the animation has finished playing, it will repeat it...
Same problem here, QMap Editor 4 plugin 2.0.1, was running fine on previous version. I'm using SRD Super Tools Engine which has a HUD, this could be the conflict.
Using QMovement, when I place a teleport event from one map edge to another, the player will instantly teleport back. Normally, without QMovement I think it ignores the player touch event if the player started the map on it, until they have walked off it.
I got around this putting a conditional...
I have a problem with QPlus and the Victor Engine SFONT plugin, which loads custom fonts. When QPlus is on the font don't load (blank) in the 'Select Item...' box until I mouse scroll. Any idea what might be causing this? Is there something in QPlus which affects fonts?
That's it! I turned on pathfinding for ABS and they return to their position rather than teleport. Problem is if I use the pathfinding I get a big performance hit if there are 2 or more enemies.
Here's the mousehold jitter and teleport bug in the latest demos.
Wow that's much better for the move to click now. I have another problem but haven't yet been able to replicate it in the demo so not sure if it's a problem my end. Sometimes ABS enemies will randomly respawn in their initial position, as seen at the 30 second mark of this video.
Also, if you...
Another QABS feature request: Change character sprite image.
Would be super useful to be able to do this in ABS sequence. The spritesheet I'm using for all the ABS character poses is getting rather humongous....
Don't think this plugin has worked for a while now. Recommend using the QTouch plugin instead, it essentially does the same thing.
https://forums.rpgmakerweb.com/index.php?threads/qplugins-latest-qabs.73023/
Using 'Move on Click' with QMovement. QPathfind and QSprite the character will use his idle pose at times during the movement (presumably when it's recalculating the move) and it looks ugly. Would be good if it just forced the dashing animation during the move. Here's what I mean:
@GameFire You'd need to cut up that house image to do that, with each image having the anchor point at the bottom (y1). E.G. One image for the fence/beams, one for the start of the house. That's how I've done it in a similar situation.
This worked for me on Windows 10: Go to your RPG Maker installation folder and right click on RPGMV.exe.
Choose "properties" then "compatibility" then set "override high DPI scaling behavior" to "application".
QMAP: I'm on Windows 10 64bit, and was using the prebuilt versions, (32 and 64 bit).
I tried building with electron and had same problem, also got this warning in the build.
QABS: I mean you can reassign the skills linked to skill keys using class or weapon notetags:
<skillKeys>
[SKILL KEY...
QMap is working great now, except I still can't tap the arrows to move by pixel.
In QABS, could you add a plugin command to manually reassign skillkeys? That would be really helpful.
Thanks to the conditions update for QMap I can now interact with my picture based maps a lot better. Here's a video of showing what I did with it. (also features QMovement, QSprite, QPathfind, QTouch and QABS+Skillbar)
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.