QPlugins - Latest: QABS

Quxios

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@GameFire Mm I think you might better off disabling all the plugins and start enabling 1 by 1 or in small batches. That new error shouldn't be due to my plugins (try disabling my plugins and check if you still get that latest error)
 
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Yeah, still getting the error without the Qplugins turned on. I figured that latest error wasn't related to Qplugins, though.
Strangely, when I turned off all Qplugins, the error screen doesn't tell me to hit f8 to see the console. It just tells me that there's a TypeError and that it "Cannot read property 'meta' of null". Weird.
I'll edit this post when I've gone through all my 114 plugins and seen which plugins are causing the error message. (Granted, not all 114 are turned on, since some of them also have bugs and I'm waiting for those bugs to be fixed, or because I don't want to use that feature yet, or because I'm keeping it as a backup plugin if another one goes kaput.)
Edit1: Interesting, I turned off all plugins and turned on all Qplugins. And I got an error already.

Edit2: Okay, I've gone through and turned on every plugin (that was on before I installed the QABS-related stuff) except QABS, QABS+Gauges, and QABS+Skillbar. No errors, everything's working as normal.
Edit3: Turned on QABS and got a new version of the "Maximum call stack size exceeded" error:

Edit4: Turned off those ^ plugins, got this error instead:

Edit5: Turned off those ^ plugins, got the "Cannot read property 'meta' of null" error again.
 
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HasdrubalBarca

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Hey Quxios I was wondering if there was a way to set an event to be faced diagonally and stay that way,
 

Quxios

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@GameFire QPlus adds that "Push f8" message. Added it since a lot of times when people had errors before they would show me the game screen and not the console. The game screens error is useless almost every time.
That first error with the skillbar is due to you having a skill that doesn't exist in the database in one of your skill keys.

@HasdrubalBarca Yeah, by using a script call, like:
Code:
$gamePlayer.setDirection(9);
diagonals are 1, 3, 7, 9. And if you want it to stay that direction, when after changing the direction set the direction lock to true.
 
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Ah. Was so used to seeing that, I just thought it was part of the default MV engine.
Is there any way I could make it so that the skillbar doesn't have to have any skills bound to it from the start? (I'm guessing the problem is the fact that I set the skills to "none" in the Default Skills parameter, in the hopes that eventually there'd be a way to let the player bind their own skills to the skill bar.) Or does there have to be at least one skill bound to one of the keys?
 

Quxios

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@GameFire change the plugin parameters in QABS for the skill keys and leave the skill Id fields empty.
 
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Should I try turning the other plugins back on? (It's still giving me that "cannot read 'meta'" error)
 

Quxios

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@GameFire You can, but doesn't sound like you found the problem plugin yet. And just incase, what you should be doing is turning off all plugins besides the QPlugins, and enabling the others 1 by 1, play test if there's no error enable the next. If there was an error then that last plugin you enabled may be the issue. Or you can also work backwards, and disable plugins until it works again, then start turning on the plugins you turned off to the find the ones that are causing the errors.
 
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Just turned off all non-Qplugins and turned on all the Qplugins, and the same error as last time popped up ("Cannot read property 'iconIndex' of undefined"), even though I did leave the skill id fields empty in the Default Skills parameter.
 

Quxios

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Updates

QPlus 1.4.3
  • Fix for QPlus.getParams func when using older QPlugins/Private QPlugins
QMovement 1.4.3
  • Character radian now changes if direction is changed even if the character is direction locked. Radian should always point to the real direction.
QABS 1.2.3
  • Minor function changes
  • Fix for enemy respawn
QABS+Skillbar 1.0.1
  • Fix if skillId is not set

QABS Demo repo
Similar to the master demo, this repo is the demo to showcase the ABS. It's also the same as the steam workshop, just another download source.
 
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Okay, going through the list of plugins and turning them on in batches and seeing when it throws an error, since I'm no longer getting the skill Id-related one. So far it's only been with YEP_PartySystem, will update this post again if I find any more.
Edit: Alright, gone through all the plugins (except the ones where I'm waiting for the plugin's creator to fix a problem with it, since they had nothing to do with the "maximum call stack size exceeded" error), and YEP_PartySystem is the only one with an error.
 
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Quxios

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@GameFire whats the error? Because I added that plugin to my demo and it worked fine.
 
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It's the "maximum call stack size exceeded" error. It mentions the same plugins as the ones in the "Edit3" screenshot of my post on Tuesday.
Edit: Yikes, started playing through the intro for my game, and now it's throwing an error at me whenever the enemy tries to move.

Edit2: Now I'm having an interesting bug. No error in the console log.
For all of my other maps, the collision maps work perfectly fine. But for reasons unknown by me, on a singular map, it doesn't work - my character just walks all over the areas where they're supposed to be unable to walk. I even tried making the opacity of the collision map higher (for most of them I use a lower opacity so I can see through it in GIMP), but still nothing.
Edit3: Another interesting bug, same map, still no error in the console log.
An event is acting as if there's something blocking their path (it's a minor cutscene, and after some dialogue the character walks off) when they should have a perfectly clear path. Again, this is the only map where such a problem happens.
Edit4: Even more odd. Another event on the same map is able to move perfectly fine.
Is it possible that the player character event is blocking the other from moving? Or is this just more of this one map misbehaving?
 
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maeslife

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If anyone could help me would be greatly appreciated.
I can get QuasiMovement to work fine.
But Qmovement does not work, it just doesn't load for some reason I guess.
I installed Qplus.js and put it above Qmovement.js which I copied directly from GitHub masters.
Is there anything else I'm suppose to do other than copy and paste the raw and install it in plugins for Qplus and Qmovement, like I can do for Quasimovement? Been trying different stuff for hours, disabling everything, etc. I even made a new project and installed it there. Checked parameters and the documentation at the top says I have the right settings for giving pixel movement. Doesn't work for me. :'(

Thanks in advance for any help. I love your Quasimovement plugin! I'd love to be able to get the new updated one to work too.
 

Quxios

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@GameFire That error isn't showing anything to do with "YEP_PartySystem" From that error it looks like you have a script call in a moveroute that's causing the error.

@maeslife Is there any errors (Push F8 to open console to check for errors)? Also make sure you're using the latest version of RPGMaker MV core files. My plugins are always updated to work with the current MV version, so they may not work with older version.
 
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Does QABS not work with the "Set Event Location" when the event being moved is an enemy? (That's when the error pops up)
 

maeslife

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error.PNG

Sorry, I wish I'd of thought of checking console before I posted.
Thanks in advance for any help!

UPDATE: So I made a completely new, 'new project' and it seems I started those other 2 projects in the demo(Even the one I hadn't touched). I guess it is an older version or missing key features that Qplus uses. It seems to be missing things even though my MV is up to date. I'm trying to copy all the files and see if it will work. It works in a completely new project so that must be the problem. Thanks for the help and ideas. And thanks for making a great script! <3

Update: Moved key files and it works. Hurray! <3 Thanks again Quxios. :3
 
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Selvalanch

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Hello again. I update yesterday Qplugin and got this error when i try to hit enemy.
 

Quxios

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@maeslife cool!

@Selvalanch Refresh your plugin parameters, mainly for QPopup. But I'll create a patch in QPlus to fix that issue anyways.

@GameFire Not sure, I'll do some tests to see if you can use "set event location" on enemies, which you should be able to.
And I'll look into that journal issue as well.
 

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