Yep, it's back to working! Glad you were able to fix it so quickly!
But yeah, there's only two maps that aren't going to use QMap, and they're both dummy maps (one is for screen tints/weather effects so I can quickly copy them into an event, and one just sets up the initialization stuff for the game). The rest are eventually going to be QMaps, once I get around to it.
@GameFire No problem, I try to fix any crashing / error bugs as fast as I can.
@ThomasCyrix No problem! I'll take a look into it, thanks for the report. And just incase, what is above the wait in your move route? Or just show me what the move route looks incase I can't replicate it.
I have a problem with QPlus and the Victor Engine SFONT plugin, which loads custom fonts. When QPlus is on the font don't load (blank) in the 'Select Item...' box until I mouse scroll. Any idea what might be causing this? Is there something in QPlus which affects fonts?
The problem occurs when using "Set movement route" within event instructions set (not within event route); and if "wait for completion" is unchecked.
I use other plugins that yours, but tried to disable them and the bug only happens when Qmovement is active.
There is no need to have move instructions before or after to see the problem, it is constant for Wait instruction within "set move route" in event instructions set.
Note : The problem does not appear within common events.
@ThomasCyrix That problem doesn't look like its a plugin problem. The problem is you don't have the "Wait for completion" box ticked. And also if it's just a move route for a single wait, then you might as well just use the wait event command instead.
1.i want to let my bullet run though the river but cannot go through the wall. I don’t get what”throughTerrain” mean. I did write region id but it didn’t work.
2.I disabled my mouse.when theres target move or target jump command in my enemy’s notetag<absOnDamage></absOnDamage>. My actor’s skill would act backward direction, why?
Hi @Quxios , I have a question about QABS.
Would it be possible to have a plugin command to make the player automatically pick up loot from a slain enemy? For the first miniboss and boss of the game, I have an autorun cutscene after they're slain, and unless the player somehow ends up right next to where the loot ends up, they aren't able to pick up the loot until the cutscene is over.
This is particularly troublesome for a cutscene that'd move the player far away from the loot, and then to another map entirely.
To get around this, I'd like to be able to use a plugin command that automatically picks up the loot, so the player doesn't miss out on some somewhat rare drops.
Would this be possible?
@HydeRen 1. Through terrain means it can go through the listed terrains. Terrains aren't regions, you set terrains in the tileset database tab
2. Can you show me the full <absOnDamage></absOnDamage> so I can test
@GameFire Yeah it's possible to add a plugin command. Though another solution would be to just give the loot to the player yourself inside the <onDeath></onDeath> tag, or turn on a switch inside that tag that runs an event and add the items (using the Party> Change Items... ) inside that event.
I just made an account to join this discussion here ..and more i hope
First of all thank you Quixos, for the awesome plugins!! It is because of them that i even started to use RPG Maker for my new project. So far they all work great and i really appreciate the hard work that goes into creating them.
I wanted to ask about a problem i have ran into using Qmap and QYscale:
I create my maps with Qmap and add an object with a polygon colider. Looks sth like this:
By itself this works as I want it to. However once I activate QYscale the collider of this object moved to a completely different part of the map and got scaled down aswell. I assume that the Scale plugin is at work here too.
Is there a way to disable that? - I have tried the adding the <noYScale> to the Notes in QMap but this doesnt seem to affect it.
@GameFire Yeah I thought about that but that would still be easy to create with an event with just a single variable. Would have issues if there was another plugin involved with what drops. But either way, I'll add in a plugin command to grab nearby loot and a notetag for enemies for loot to be auto gained.
@HydeRen Ah yeah I see. It'll be fixed in next update! Also just wanted to point out in your enemy skill you have "target jump 6" which wouldn't work since there's no direction
@kokainum Glad you like them!
Thanks for the report! QMap object's colliders shouldn't be scaling. Will be fixed soon.
I prefer single roommates. After a hard day, all you want is sleep. I went to bed at 12. I was awakened at 2 because of my roommate laughing and whispering and stuff with her boyfriend on the phone. I didn't want to yell at her so I had to bear that cringy lovey dovey convo for half an hour, before I got so bored that I fell asleep again.