ulosbal

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Hello! For the limitation it's good for games where you have to find a more optimal bag! :cutesmile:For me, it would be nice to be able to also deactivate the confirmation window, (a simple click on the object is enough) and to be able to transform the graphics of the windows.
 

PLUEVNR

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Hello
Thanks for all those plugins, I'm already using some of them.

Quick question about the Quit2Desktop for MV.
It seems like there's a compatibility issue with Mog_TitlePictureCommands

here's the error I have when I lunch my game:
1617141320217.png
I don't have that picture in my folder and I don't need it. It works perfectly fine without the Quit2Desktop plugin.

If you think it's an easy fix, is it possible to give it a try please?

Thank you very much!



Edit : I also have some kind of bug with the GamePauseMV plugin
I've set the space bar as a pause button but once the game is paused, I can't unpause it unless I press the escape key.
 
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Kino

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I believe so yes, but the update speed is slow as there's a lot going on with each individual member. @Oddball
 

robobob22

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Hi LunaTechs,

I'm new to RPGMaker MZ and just wanted to say your Qplugins are awesome. I love the pixel movement and collision maps. I don't really know what I'm doing quite yet, but it's fun. thank you and good luck!
 

LunaTechsDev

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Hello
Thanks for all those plugins, I'm already using some of them.

Quick question about the Quit2Desktop for MV.
It seems like there's a compatibility issue with Mog_TitlePictureCommands

here's the error I have when I lunch my game:
View attachment 184457
I don't have that picture in my folder and I don't need it. It works perfectly fine without the Quit2Desktop plugin.

If you think it's an easy fix, is it possible to give it a try please?

Thank you very much!



Edit : I also have some kind of bug with the GamePauseMV plugin
I've set the space bar as a pause button but once the game is paused, I can't unpause it unless I press the escape key.

Will take a look at this one and see if we can fix it for you.
 

MalibuLizard

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I'm new to using Rpg Maker in general and just discovering plugins. The Qplugins seem great but I have no idea how to take them from you and put them in my RMMZ game project. What exactly do I need to do to get these working in my project? I've only ever used a couple plugins (And they were as simple as dragging a single js file into my js folder and they were good to go! This seems a bit more involved) Any help will be appreciated! Is there a guide somewhere or a tutorial video or something that a newby like me could understand?
 
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@MalibuLizard -
First, you're going to want to go to this page (the link in the OP sometimes doesn't behave if you're not logged into github/don't have a github account): https://github.com/LunaTechsDev/Luna-QPlugins/releases (and this page, if you want their QMap Editor: https://github.com/LunaTechsDev/LunaQMapEditor/releases)
1619096012843.png
You'll click "Assets", scroll down, and pick one of the plugins you want (not the versions that have MV in the title). Don't download the two things that say "Source code", those won't give you the plugins in the format that works in MZ.
1619096053112.png
Have QPlus at the top (that's the core plugin, the others require it), followed by the plugins you want to use. The order I used in my MV project, with the original Qplugins (and excluding the ones that haven't been ported over yet), was:
- QPlus
- QMovement
- QCollisionMap
- QPathfind
- QMap
After that, you'll want to heavily consult the plugins' help files. While you can do that with just the plugin manager, I always recommend people look at https://quxios.github.io/plugins as that has all of the help files of the original MV plugins. (The plugin commands in the MZ version have been converted into the MZ type plugin commands, so you don't have to type the commands yourself except for QMovement's Move Route commands.)
(If the images don't work let me know, they were just a Win+Shift+S and paste rather than saving them to Imgur like I usually do.)
 

MalibuLizard

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@MalibuLizard -
First, you're going to want to go to this page (the link in the OP sometimes doesn't behave if you're not logged into github/don't have a github account): https://github.com/LunaTechsDev/Luna-QPlugins/releases (and this page, if you want their QMap Editor: https://github.com/LunaTechsDev/LunaQMapEditor/releases)
You'll click "Assets", scroll down, and pick one of the plugins you want (not the versions that have MV in the title). Don't download the two things that say "Source code", those won't give you the plugins in the format that works in MZ.
Have QPlus at the top (that's the core plugin, the others require it), followed by the plugins you want to use. The order I used in my MV project, with the original Qplugins (and excluding the ones that haven't been ported over yet), was:
- QPlus
- QMovement
- QCollisionMap
- QPathfind
- QMap
After that, you'll want to heavily consult the plugins' help files. While you can do that with just the plugin manager, I always recommend people look at https://quxios.github.io/plugins as that has all of the help files of the original MV plugins. (The plugin commands in the MZ version have been converted into the MZ type plugin commands, so you don't have to type the commands yourself except for QMovement's Move Route commands.)
(If the images don't work let me know, they were just a Win+Shift+S and paste rather than saving them to Imgur like I usually do.)
This seems to have worked! Thank you very much for taking the time to write it all out :D You made it super simple!
 

ImaginaryVillain

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qmap_error.jpg

So I went back to messing with your version of QMap. Using a new project, I added Luna_QPlus, Luna_QMovement and Luna_QMap.... I did a save on a map with a map object, then tried to load and was greeted with this error. Figured I'd mention it.
 

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