QPlugins - Latest: QABS

ZcheK

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I have a question about QInput. I'm trying to make a quick-time event where the player types a series of keys. If they hit a wrong key or a key out of order they should fail. I can make conditional to check for the key, Input.isTriggered("#d"); but how to I make it check if they pressed any other key?
I tried using Input.anyTriggered(a-c,e-z); but that doesn't seem to work.
 
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I may have figured out the problem. And I feel quite a bit dumb for not figuring it out sooner.
Will update this post if I did indeed figure it out.
Edit: Well, I might have figured it out. And I definitely caused another one.
Now I'm getting an error that outright crashes the game:
 
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Quxios

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@ZcheK For the anyTriggered, the function doesn't work like it's described in the help. I changed it a long time ago and guess I forgot i had info on it in the help. But what you might be able to do, is something like:
Code:
Input.anyTriggered('a-z') && !Input.isTriggered('#d')
That should return true if you push any key besides d

@GameFire I just updated QPlus, 1.4.4 should fix the issue with that LTN plugin.
As for that new error, it looks like you're trying to use QSight but it's failing. Is there any more errors above that plugin pointing to QSight?
 
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No, those are the only errors. (I cut the console log window to only show the error, as one of the plugins I have runs a check every few frames or so to see if a state should be added, and it logs the checks in the console log.)
Side note, even though I added QInput to my project and set up the keys as I wanted them to be, I seem to be unable to use mouse1/mouse2 for skills. (Since I wasn't able to find a way to use plugin/script commands to force-bind a skill to the skillbar, I just set two basic skills to be the defaults for now.) Using mouse1 does nothing, and using mouse2 just opens the pause menu.
I tried moving QPlus and QInput above YEP_CoreEngine (since that seemed to fix a lot of problems I've had in the past), but no dice. Tried turning off TDDP_MouseSystemEx (since it has to do with changing how the mouse in MV works), but still nothing.
Edit: That's bizarre as well. Just tried to check the journal to see if the update fixed it, and for some reason x is no longer working to open the menu (even though I set it to in QInput). Mouse2 does open the menu, however.
Edit2: This error caught me offguard.
Checked the journal menu (does work). Then checked it on a map after giving myself a side quest. Everything was working perfectly fine, until I tried to look at the information for said side quest. Then this error popped up and the game crashed:
 
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LTN Games

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Hey @Quxios anytime you need me to make compatibility fixes with for my plugins to work with your plugins, just give me a shout and I'll see what I can do. There should be no need for you to be digging in my Babel transpiled mess of code lol, I could always share the original source code too.

Anyway's @GameFire if you've recently updated the journal, most parameters have been changed and will most likely need to be refreshed. The error you're getting is due to the Window trying to color the quests text but the parameter given is not a proper value. I'd take a look at all parameters which deal with colors of the quests and make sure they're refreshed.
 
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Ah, thank you. I guess I forgot to update the description, objective, and and reward settings when I updated the plugin. My bad.
 

Selvalanch

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@Quxios Thx, refresh a plugin and it's now working again.

i have some issue with " move backward " sequence. it move player or skill collider to the left instead of moving back. i am not sure if it my error or something but can you check on this?
 

HotMafia

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I can't seem to set up my player sprite as a Qsprite. I've configured it in the Qsprite Editor, I have my left and right movement poses named appropriately (I'm not using individual up and down poses); my file is named properly as %{configname}-test.png, and I have placed it in my img/chracters folder, and selected it as my player sprite. However, when I move my character, his poses do not trigger. I am stuck to the first frame of my move6 pose. Is there anything I have neglected to do? I have read over the help file numerous times, and it doesn't seem to lay out separate instructions for player character sprites. The master file doesn't work for me either.

EDIT: Never mind. I fixed my problem by creating poses for all 4 cardinal directions.
 
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The Magic Circle

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This is pretty late, but I just wanted to say I'm SO glad you're back. Your plugins consistently rule and it's nice that there's actually support for them again!
 

ZcheK

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This is pretty late, but I just wanted to say I'm SO glad you're back. Your plugins consistently rule and it's nice that there's actually support for them again!
Totally agree, these plugins revolutionize the whole engine. Without the Q it would just be a Final Fantasy tool.:uswt:
 

Quxios

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First I just want to say sorry for the late replies (Think my last reply was like on sat)! But I've just been sick these past few days. So hopefully I don't miss anything when replying now, if I do, feel free to just quote yourself and tell me I missed something!

@LTN Games No problem, that small fix was more of an issue on my end anyways. I was mixing in some functions into the Scene_Base, so all Scenes have access to the functions. So I just rewrote it so I would need to enable some flag to run that mixin. And none of my plugins use it anyways, I mostly only use it in my own personal stuff.

@GameFire Are you still having issues?

@Selvalanch Assuming you mean the plain "move backwards ---" action, which should move the skill backwards, correct? Or do you mean "user move backwards" as well, since you said the player moves to the side.

@The Magic Circle @ZcheK No problem, glad people enjoy them!
 
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Well, I tried to test the intro to see what errors I'm still getting (I've been working on other bits of the game, so I don't quite remember what old errors I got), and it's throwing a non-Qplugin-related error that won't go away despite the fact that I shouldn't even be getting this error.
 

Selvalanch

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@Quxios I test with both.

I made a skill that player toss a sword to the front and it will come back to player (player force to stand still while this sequence play) It work find in QuasiABS but in QABS after a sword move to the front. it move left instead of come back to player.

Then I try with user move backward to see a result and it move left too.

beside from this. move away or jump away doing just find.
 
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@Quxios I found a temporary fix for the error I was getting, so now I was able to start up the intro.
I'm still getting the "cannot read property 'range' of null" error that I mentioned on Friday (https://forums.rpgmakerweb.com/index.php?threads/qplugins-latest-qabs.73023/page-18#post-752679). And I'm still having the problem where mouse1 and mouse2 don't trigger the skills (and instead act as if they're still for interacting and cancelling) and where hitting X doesn't pull up the menu, even though I set it up to do that in QInput. Interestingly, though, hitting X while I'm in the pause menu does work.
 

lonewolph

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im playing a fire crackle sound on a fire with Qaudio. it works fine but when i leave and re-enter the map, the sound wont start playing again when I get near the fire. How do I fix that? im using a self-switch right now
 

Quxios

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@Selvalanch Just did a quick test and it does look like the BACKWARDS actions aren't working correct. Will fix asap

@GameFire Again I have no clue why you're getting that error since you shouldn't. It is mostly due to an incompatibility error with another plugin you are using. I can add in a "fail safe" to remove that error but it may just make that enemy AI-less in your situation.
As for the Inputs, make sure you have "mouse1" or "mouse2" as the keyboard input for that skill setup in the ABS plugin parameters. For the menu, make sure you set the "Menu" parameter to the button to open the menu, not the "Escape / Cancel". And Lastly I highly recommend you start with just my plugins as they change a lot of the core functionality of MV. So it's highly un-recommended to add the QABS to projects that already have lots of development, but that's also true for most plugins.

@lonewolph It should continue playing. Can I see how your event that plays the qaudios look?
 

ZcheK

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There seems to be incompatibility between QMovement and TDDP MouseSystemEx. The game will sporadically not load when both of these are on, regardless of load order.

Any chance you will update your QTouch plugin with a plugin command to change cursor icons? That would be neato.
Hope your feeling better btw.
 
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jobar

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Problem solved
 
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@Quxios Since my intro relies on a couple other plugins to work, I created a duplicate of the first two maps and removed all non-Qplugins stuff from those maps' events. I then turned off all non-Qplugins.
And I got this error:

Removed some more events from those events (changing player equipment, still got the error. Set event location, still got the error.)
Finally got it working, except I had an event looping, which kept me from being able to fight. So I give it an event page that does nothing when a switch (let's just call it switch A) is turned on, okay.
Finally works, except a) the enemy had the wrong name (user error, accidentally put <enemy:1> instead of <enemy:10>), b) it didn't have a sprite. So I go into the event, change the notetag, and see that it's set to change its sprite on a switch. This switch doesn't get turned on in the copied map. No problem, just set it to change its sprite when the "switch A" is turned on.
Boot up the game, and it throws the same error.
So maybe the problem isn't set event location, but the enemy event being told to change its sprite and behavior after a switch is turned on? (I have it set to fixed movement and a transparent sprite, since it's not supposed to appear until the tutorial battle starts, and I don't want it wandering into the arena before it's supposed to. The switch tells it "okay, the tutorial battle started, you can go fight now".)
That's my best guess, since I had it working fine until I set it to change event pages when "switch A" is turned on.
 

Quxios

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@ZcheK I can add in a plugin command. If I do, do you still want me to look into that incompatibility?

@GameFire Aaah yeah now I can get that error. I'll fix that up soon. Thanks for the report.
 

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