QPlugins - Latest: QABS

Selvalanch

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<respawn:X> did not work in newest version. can you check it?
 

winlu

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Hi.
I found a little bug in the QABS Plugin. If you use TARGET MOVE AWAY Command in the <absOnDamage> section, the enemy get stuck in the direction.
He continues to move without problems but the direction freezes.
The TARGET JUMP AWAY work Command without problems.


Edit: i added this to the Skill_Sequencer.prototype.targetMove at line 1803 and it works well for enemies. But I don't know if this is a good solution.
 
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Quxios

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@winlu Are you using the latest version? Cause I'm not having that issue. And that's not a proper fix since the set direction fix should be added into the moveroute, cause the way you have that it's fixing the direction then setting it back to what it was before in the same frame which just does nothing in the end.

@ZcheK Yup was just making sure you meant the skill id and not the input. Will add that feature in next update.

Updates
QABS 1.3.2
  • Fixed ABS update (fixes enemy respawn)
QAudio 2.3.3
  • Added pitch option
 

winlu

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@Quxios Yes, all Plugins are up to date. This happens in the QABS demo too, if i add the Target Move AWAY command.
 

Selvalanch

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Thank you! that was fast!
 

Quxios

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@winlu Again just double check the version because it's working fine for me. As for the demo, if you're using the steam demo then that's out dated and that issue was a bug in one of the older versions. If you still have the issues then it might be something else that's causing it, and I'd need to see how your enemys event is set up and how the skill you're using is setup.
 

winlu

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@Quxios thanks for your help. But it works fine for me now. Maybe it was there because i forget the True after move backward.
This was my skill setting.

<absSettings>
collision: box, 24, 24
through: 2
throughTerrain: 5
</absSettings>

<absSequence>
trigger
move forward 190 10
</absSequence>

<absOnDamage>
target pose s_damage
target Move backward 24
target qaudio GORE_shot se max100 radius10
</absOnDamage>
 

kaboth

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There's a bug to where footprints don't show with MogHunters footprints plugin , the bug is basically when I switch Quasi Movement and the ABS off, it will work but when it's on footprint's don't work. Note I don't think the footprints plugin is on this site at all, but is on atlier rgss.
 

HasdrubalBarca

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There's a bug to where footprints don't show with MogHunters footprints plugin , the bug is basically when I switch Quasi Movement and the ABS off, it will work but when it's on footprint's don't work. Note I don't think the footprints plugin is on this site at all, but is on atlier rgss.
Neither QMovement nor Quasi Movement is compatible with it. Not a bug.
 

Quxios

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@winlu Odd that that fixes it since target move doesn't take a 3rd parameter, only takes dir and distance. So adding true or false at the end doesn't do anything unless you edited the plugin your self or have a plugin that edits it

@kaboth like @HasdrubalBarca said, it's not a bug but a compatibility issue and I'm not interested in fixing compatibility issues sorry
 

nothingongoth

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Can you set up an enemy so it's only killable when the player uses a specific skill? If so, how can I do this?
 

Quxios

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@nothingongoth The same way you would for the default battle system. You would either need a plugin, or you might be able to mess with the element resist. Like making an enemy immune to all skill types besides the type the skill uses.
 

nothingongoth

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Yeah, should have think of that too :rswt
Now my tree can only be killed through an specific skill (Axe). Problem is, my tree now jumps away if I accidentally "attack" it, because I have
<absOnDamage>
target cancel
target jump away 12
</absOnDamage>
This works only under skills, am I right? Some way I can "lock" that tree?
 

Quxios

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@nothingongoth Set that enemies Move Resistance parameter to 100%. The parameter is created/set inside the plugins parameters
 

NM Play

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Is there a oficial way to change the skill equiped to another skill when you use it? like a plugin command or something?
i will try with common events to see what happen
 

Chaos17

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Sorry for stupid question but I'm really new with Qmap so I don't know if it's normal that I don't see the tileset of other maps https://i.imgur.com/vqkSaWv.png (test with your Qplugins and yes I copy paste it in a new rpg maker Mv project so your demo project works fine)

 

Quxios

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@NM Play I have no clue what you mean by "change the skill equiped to another skill". You can't equip skills to skills.

@Chaos17 Yes that's normal. The QMap editor doesn't show the tilemap.
 

NM Play

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@NM Play I have no clue what you mean by "change the skill equiped to another skill". You can't equip skills to skills.
I mean like change the skill asignet in the skill slot 1 to another skill by a plugin comand. or only can made by equip a weapon or change the class?
 

Quxios

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@NM Play Ah, yeah I'm currently working on a QABS update that will let you change the skill id thats assigned to a skill key with a plugin command. The override priority is:
default (plugin pamaters) < Class Skill Keys < Weapon Skill Keys < Override Skill Keys
So class overrides default, weapon overrides class and default, override overrides all
 
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Would it be possible to use a plugin command to stop enemies from targeting you? I have a few cutscenes where enemies are nearby the player, and it would be a lot easier if I could use that plugin command to allow the cutscene to play out, then use another plugin command to re-enable enemy targeting so the player can fight said enemies once the cutscene is over. (The workaround I have right now is to put a "same as player" priority event between the player and the enemy, however that only worked for one enemy/cutscene.)
 

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