QPlugins - Latest: QABS

Quxios

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@desukarhu I'll see what I can do.

Updates
Updated pretty much all of the plugins to use the new stuff in the 1.5.0 plugin manager. There are 3-4 plugins you will need to set the parameters again since they now use a list or a struct:
QPlus; "Default Enabled Switches"
QInput; pretty much all of the parameters need to be reset
QInputRemap; "Hide Keys" and "Disable Keys"
QMovement; "Player Collider" and "Event Collider" (STRUCT)
QSprite; "Random Idle Interval" (STRUCT)
QSight; "See Through Terrain"

If it's a list, you can just reformat your old input.
Example: If your old value was:
Code:
#enter,#space,#z,$A
Then wrap it with []'s and wrap every input with a ", so it should look like:
Code:
["#enter","#space","#z","$A"]
For Structs, delete the text and recreate it using the Structure tab

The master demo has also been updated.
Repo

Also most of these updates require QPlus 1.4.0, so make sure you grab that update as well. To be safe, you should just update all the plugins anyways. All plugins can be found here.
 

Selvalanch

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Does QMovement works with QuasiABS?
 

desukarhu

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@desukarhu I'll see what I can do.
Awesome, so you think it might be possible? I took a look at the function that counts the steps and it seems it doesn't count at all how far the player moves, only if the move was succesful (not blocked by anything). I believe if you are able to figure out a way to make steps count only when player moves a certain amount of pixels this movement script would become compatible with Yanfly footstep sounds script for example because it seems to play the sound whenever step amount is increased.
 

Quxios

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@Selvalanch No. QABS is already complete, but is ******* only atm. Will be released for public sometime next month.

@desukarhu Yeah it's a pretty simple fix.

Updates
QMovement 1.4.0
  • Added Collider presets in the plugin parameters. Presets let you pre-define colliders that you can apply inside the <collider> tags. To see how to use click here.
  • Party steps will now increase once per tilesize
  • Smart move dir effect will now not trigger when collided with an event. To trigger on events you need to add the notetag <smartDir>
  • Updated the help
QPopup 1.1.0
  • Added popup presets in the plugin parameters. Presets already existed, but you had to create with plugin commands. Now you can create them with the parameters instead! The plugin commands can still be used to change the presets.
 
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Lithalean

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Hey Q!
So I took 3 weeks off and focused on some outside of game development life stuff. Anyway, as I returned I found out RPG Maker had been updated and you released the QABS. Cool!
I did run into some errors though:
Adding the QABS stuff (1.20), and your updated QMV Master stuff left my Map not working.

If I unselect QMap, i'll get an error with QABS - skillbar

If I deselect both I can get in-game.
Quxios said:
First, this is a very complex action battle system. If you're looking for
something that you can spend less than an hour to set up then this plugin
is not for you.
:thumbsup-left::D:thumbsup-right: Thank You!
 

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Quxios

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@Lithalean Thanks!

From the 1st two errors, they both have a similar problem, QMovement is failling. Open it in the plugin manager and make sure all the plugin parameters are set, even if its an empty default value. From that error, the one causing the error is the "Presets" parameter.
From the skill bar error, make sure in the QABS plugin parameter for the default skill keys, that all the skills you set exist. It's trying to load a skill that doesn't exist in your database.
Though there is a current bug with QABS and QMap that I just found while testing, which will be fixed in the next update for QABS. The bug is if you use a skill on a qmap object that has a collider, it'll crash.
 

Lithalean

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@Quxios So this update seems to be giving me issues.
1. Steam updates the editor automatically. I then copy the html, libs folder, rpg_core, rpg_manager, rpg_objects, etc ... as I usually do.
* Everything runs good at a consistent 60fps. MV 1.5.0 Pixi 4.4.1
2. I Add the plugins from your QABSDemo4, and QSprite from your latest QMV Master (2.1.7).
I set up QMovement, QInput, and QSprite.
3. I then turn off every plugin other than LTN Core.
 

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Quxios

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@Lithalean again the issue lies with the plugin parameters. Open the plugin and make sure all of the plugin parameters are set. You can refer to this post for which plugin parameters are needed to be reset, after updating to 1.5.0. For QPopup and QMovement, I've added 2 new parameters since then which are the preset parameters. Those also need to be set. Even if you don't use them, just double click on the parameter in the plugin manager if it's value is empty, and just click on so the value gets set to a default value.
I'll be updating some plugins later that will autoset the default value if it's blank in the plugin manager.
 

desukarhu

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To fix the errors I had after the updating Quasi Movement plugin I had to delete the plugin and reinstall it. Then I opened the plugin in plugin manager and opened the "Default Player Collider" and "Default Event Collider" settings and swapped once between the "Text" and "Structure" tabs in both.
 

BloodletterQ

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Even after just keeping your plugins, my maps made with your editor never show up.
 

Quxios

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@BloodletterQ It runs fine on my end. So I'm going to assume the plugin error'd and isn't running for you. So if you push F8 and open the console there's probably some error.

Updates
QPlus 1.4.1
  • Updated getParams() to return default parameter value if it's uncorrect type.
QSight 1.1.8, QPopup 1.1.1, QMovement 1.4.1, QInput 2.2.1, QInputRemap 2.1.1
  • If plugin parameters value isn't correct format, it'll use the default value.
QAudio 2.3.1
  • Fix for 'bindTo' crashing with certain values
-Plugins can be found here-
 

BloodletterQ

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I don't have an error. Just checked.
 

Quxios

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@BloodletterQ Well I'm having no issues on my end. Are all of your QPlugins up to date? If so, can you send me the project files / create a new project with the issue.
 

padr81

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I have an issue with QMap Editor. No matter what I load I cannot select a frame on spritesheet mode. I enter number of cols and rows but than when I click select there is no grid and I can't pick one.
 

padr81

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BloodletterQ

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Also so you know, your Camera plugin is not compatible with the static parallax command. (ie: !Cloudy still acts as if it was labelled Cloudy, that is to say, The parallax still moves)
 

SoSick.

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Hey Quxios :thumbsup-left:
I'm now starting to test characters on my maps, and it seems that the player can move around on the maps but the other characters cannot, I just updated my plugins and still no luck, I'm only using the QPlus , Movement and Collision map..any idea's buddy? ( image to show the collision map works a treat! ) thanks UPDATE ( I have made sure the tiles underneath my parallax are passable, also turned off the movement plugin and collision map and the characters could move around on the map.. is there some set up I have to do with the movement plugin? as I'm pretty happy with all the default settings? )
Capture.PNG
 
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