QPlugins - Latest: QABS

pajlada

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Hey Quasi, longtime fan here who just switched to the new iterations of your plugins. I've been fiddling with the demo for a little while and I've ran into this error every time I try to setup colliders for the character or events. All that I've done here is copy and paste the example for how colliders need to be writted from the guide on your site. Which is to say this:
<colliders>
default: box, 48, 48
collision: circle, 24, 24, 12, 12
interaction: box: 32, 32, 8, 8
</colliders>

Maybe it would be worth noting that using the other method for default colliders doesn't seem to register and my character just passes through the event but doesn't give me an error.
 

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Quxios

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The issue is the notetag, mainly the line:
Code:
interaction: box: 32, 32, 8, 8
it should be:
Code:
interaction: box, 32, 32, 8, 8
(a comma after box)

And I'll fix that up in the help, sorry about that! my fault! (damn typos!)
 
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Hey! I made an account *specifically* to thank you for making these awesome plugins. I had intentions to just do everything the hard way so I can learn, but this is ultimately easier. I see you don't seem to mind users editing it, so I'm pretty sure I'm just going to use these to learn how to do more specific things with JS and the base files of RMMV.

Thanks again!
 

Arise

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Is it possible for QMap plugin to use a separate image that has its own alpha/custom alpha?

Currently the QMap custom events can only go 50% opacity, but I think they would look better if the swap image can be set up as a gradient for example (besides the default 50% opacity).
At last, an extra parameter for adjusting the opacity instead of the 50% would be nice also. :)
 

Quxios

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@F11GeniusGaming QuasiABS is not supported, and essentially all plugins should work on mobile unless they were written to use desktop only by using desktop only stuff (node.js). So yes it works on mobile, but will it run fine? probably not unless you disable pathfind and sight. But even so I've heard MV doesn't run that well on mobile so might still be laggy.

@Kathryne Knette Cool! thanks!

@Arise I'm assuming you mean for the <onPlayer> notetag? (I think that was the tag name, cant recall) If so then yes it's possible to change it so it can take a parameter to change the file or a custom alpha.
 

Arise

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@Quxios, yes, that is what I had in mind. The simple opacity change could work ok for basic characters, but with more realistic graphics I think it might be ok to hide the base of the building, and gradient should be better at this.

The <OnPlayer> tag is this CPU intensive? Does this creates issues with multiple Qmap events or is just safe to use?
 

CARTlike

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@Quxios First off, great plugins! I'm glad we have people like you who provide these essential tools! I recently started on my own game and right now I am setting up the collision maps, how ever, when ever I start the game the whole room is marked red and I can only move when pressing the CTRL key. The collision map I set up is exactly the area I want the player not to reach. Could be an issue with the OrangeOverlay plugin I have been using for parallax layers?

If you need any pictures, just tell me!

Thank you in advance!
 

Quxios

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@Arise The tag uses the colliders system, so it's pretty safe.

@CARTlike You have to make the clear tiles passable. So open the tile editor and make them as passable. Also if I recall when you first make a map it's filled with like a "null" tile, so fill the map with your passable clear tile. If you want to be safe and make sure it's all the same clear tile, you can fill the map with like a black or a grass tile then replace them with a clear tile.
 

CARTlike

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@Arise The tag uses the colliders system, so it's pretty safe.

@CARTlike You have to make the clear tiles passable. So open the tile editor and make them as passable. Also if I recall when you first make a map it's filled with like a "null" tile ...
Thank you soo much, being going crazy trsying to figure out what the cause could be!
 

YukeraYasha

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Hi Quxios!

The plugins look great!
I was checking into all these, and I noticed the links to the "Addons" and "Patches" no longer work.
I went to your main Quasi Website and grabbed all the plugins right from there, but I noticed many of them say they require the QPlus script to run.
I've been using Yanfly's Engine, and was wondering if there was any difference between the old links on here (which are no longer available), and the ones that are available on the site? (since one of the patches was labelled for Yanfly, I'm guessing at least some of the stuff on here was compatible with their engine?)
Are these compatible?

Any info would be great!
 

Quxios

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@YukeraYasha First Quasi plugins aren't the same as QPlugins. All Quasi plugins are dead and unsupported. Most of the Quasi plugins have been remade as QPlugins (better performance / code). So the difference between Quasi plugins and QPlugins is that QPlugins are still supported and are updated regularly whenever there's a bug report and perform better then their Quasi counter part. Quasi plugins are dead and will never get patched / touched by me again.
As for yanfly plugins, idk I don't use any of them and no one really reported any compatibility issue so maybe. Here is a plugin that patches a few of his plugins that were reported that didn't work.
 

JLowther

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First of all, great plugins!

Second, a question: Is there a means of using the Q suite to temporarily remove the player's collision box completely for other events?

I want events to be able to pass through/over the player temporarily but I can't seem to figure out a means of simply making the player have NO collision box...


EDIT: Achieved it by changing the collision box to 0,0 dimensions with a plugin command and then back again afterwards (while using a plugin to disable all player movement in between).

EDIT2: Achieved it by having a switch activate a page on the moving event that places it's priority "Above Characters". This was much easier than I thought it was going to be...

Thanks!
 
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JLowther

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Any chance of being able to set the xX and yY coordinates for pathfinding via variable in the future?

I'm working on self-contained guards that will chase the player until they hide, then automatically return to their post before resuming their patrol.

I can jerry-rigg something up where the guards will have an event that follows them around until they've returned to the point in their patrol where they saw the player, but it would be better if the guard could just pathfind back to grid coordinates set via variables.
 

Quxios

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@JLowther First, sorry for not replying, everytime I viewed you had an edit saying you achieved it so I was too lazy to respond lol.

As for using variables in plugin commands. I'll probably edit that in to all plugins soon.
 

JLowther

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@JLowther First, sorry for not replying, everytime I viewed you had an edit saying you achieved it so I was too lazy to respond lol.

As for using variables in plugin commands. I'll probably edit that in to all plugins soon.
Oh, no worries at all. I appreciate it very much. :)
 

Espilonarge

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Does QAudio provide a "retain audio upon map transfer" function to make it so audios don't stop when transferring from map to map until "qAudio stop all" has been called?

If there is such a function, there doesn't seem to be anything in the plugins help information/guide. If it hasn't, maybe add a new command to the Play/Loop Plugin Call like "retain" to make it so that audio (namely BGM/BGS files) doesn't stop upon map transfers.
 

JLowther

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I also need to say just how awesome your plugin suite is.

I'm using RMMV to make a game with loads of action elements that all happen on the map (battle system is never touched) and I'm only now realizing just how valuable a number of your plugins will be for that.

Qaudio will be amazing for audio cues in a horror game, and your pathfinding blows RMMV's clean out of the water.

I also seriously need to look into using the import plugin as I know that'll be a massive time saver...
 

Quxios

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@Espilonarge Nope since QAudios bind to an event or a specific part of a map. So doesn't make sense to retain it when changing maps.

@JLowther Thanks! And yeah these QPlugins are aimed to be able to easily create more creative RM games.
 

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