QPlugins - Latest: QABS

Arise

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@Quxios: Two small questions.

First, for my Actor I can use idle, move and dash. But for events, how do I make those dash, instead of move?
For example, if I have some event in scene, I want it to run (dash) towards me in order to approach me, not slowly walk (move). The event needs to have idle, walk (because I want it to move on its own during patrol) and run when it sees me.

Second, I'm using QSight to let the event see me, turn on the self flag A, and on second page with self flag, I do a pathfind towards the player.
How do I open the battle scene once the event reaches the player?
 

Arise

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I found an issue while selecting code and doing Ctrl+R like in this tutorial:

I've tried to add the <noTilemap> flag to the map but is still causing issues.

Code:
rpg_managers.js:1949 TypeError: Cannot read property 'noTilemap' of undefined
    at Game_Map.noTilemap (/C:/Users/MyUser/Documents/Games/DemoGame/js/plugins/QPlus.js:985)
    at Spriteset_Map.createTilemap (/C:/Users/MyUser/Documents/Games/DemoGame/js/plugins/QPlus.js:1215)
    at Spriteset_Map.createLowerLayer (rpg_sprites.js:2267)
    at Spriteset_Map.createLowerLayer (/C:/Users/MyUser/Documents/Games/DemoGame/js/plugins/QMovement.js:3889)
    at Spriteset_Map.createLowerLayer (/C:/Users/MyUser/Documents/Games/DemoGame/js/plugins/OrangeOverlay.js:258)
    at Spriteset_Map.Spriteset_Base.initialize (rpg_sprites.js:2128)
    at Spriteset_Map.initialize (rpg_sprites.js:2261)
    at new Spriteset_Map (rpg_sprites.js:2254)
    at Scene_Map.createSpriteset (rpg_scenes.js:734)
    at Scene_Map.createDisplayObjects (rpg_scenes.js:727)
 

ThePotatoOfFire

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There's nothing in the help file that suggests what should be in there, besides the <respawn:x> and <range:x> tags, of which I know range only seems to work in the event, not the database. What should go on the database enemy?

Also, your demo is just a white screen for me. No title on the window, either. :unsure:

EDIT: I tried using a skill outside of battle, but I got this:
TypeError: Cannot read property 'rotate' of null
at Game_Player.Game_CharacterBase.makeSkillCollider (QABS.js:3161)
at Game_Player.Game_CharacterBase.makeSkill (QABS.js:3148)
at Game_Player.Game_CharacterBase.forceSkill (QABS.js:3124)
at Game_Player.Game_CharacterBase.useSkill (QABS.js:3104)
at Game_Player.updateABSInput (QABS.js:3313)
at Game_Player.updateABS (QABS.js:3286)
at Game_Player.Game_CharacterBase.update (QABS.js:3038)
at Game_Player.Game_CharacterBase.update (QSpeed.js:240)
at Game_Player.Game_CharacterBase.update (QCamera.js:409)
at Game_Player.Game_CharacterBase.update (QYScale.js:168)

and here's the <absSettings> tag for the skill:
<absSettings>

collider: square, 48, 48

collides: collision

cooldown: 1

infront: true

rotate: true

through: 2

throughTerrain: 1

groundtarget: 48

selecttarget: 0

</absSettings>

<absSequence>

user speed INC 1

move forward 144 5 true

trigger

wait 2

</absSequence>

<absOnDamage>

animationTarget 1

</absOnDamage>

Please tell me if anything is blatantly wrong. Thanks for the plugin, though! Once I figure out how to use it it'll be even better! (QMovement is amazing already, though. User-friendly and very well documented.)
 
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krain11

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Hi, It's me again. I uploaded a demo via Wetransfer. Please download it from the link below...

https://we.tl/UzKaZr2UZj

You might notice that I turned off all other plugins.

After the first dialogue don't save just yet. A second cut scene will happen once you go down out of the door. again, Don't save just yet. Then, go to the next map by going down. At this point, when i try to save the game. I always get the error. Whenever I go to the third room after seeing the enemy from the first room, I always get the save error.
 

Suv

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I was wondering is there a possibility to add an animation when a bullet hits a collider, instead of an enemy. Like walls or other obstacles. I mean, I could probably put events all along the line of the walls and use them as invincible mobs to simulate that effect, but somehow that doesn't strike me as the best option.

Thanks for all your work on these plugins. I can't possibly express how useful all of them are.
 

Arise

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@Suv just trying to be helpful, you can make an event and add all wall colliders to it, that way you will not add tons of events. Just a suggestion, not saying is the best or the proper solution.
 
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Suv

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That's true, although the problem of adding a different animation upon hitting persists.
 

Quxios

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Sorry for late replies been a bit busy!

@Extazee No clue what you mean. But disable everything and just use QMovement, if you don't know how to use it consider figuring out how to use QMovement before using QABS and understand what colliders are (push F10 to toggle collider previews, only shows in play test)

@Arise For the event using a Dash, you would need a plugin that allows you to set the isDashing() return value for events. By default this always returns false for events.
For the sight, I think you could turn it into a 3 page event (worked before in the previous Quasi plugins, not sure if works with QPlugins). 1st page is just a blank with the <sight> tag to toggle selfswitch A, page 2 needs selfswitch A and is a parallel that runs a QPathfind to player and toggles selfswitch B on and turns off A, page 3 needs B and has an event touch trigger. On page 3 you can add a sight tag if you want to be able to go back to page 1 if sight is lost
For the QuickEvent Tests, I'll look into.

@ThePotatoOfFire Sorry I meant you're enemies skill's <absSettings>. I'll look / test the skill notes you have in spoiler! Also I'll test the demo as well and fix that up if there's an issue

@krain11 Thanks for demo, will look into it soon. I do plan on reworking the whole agro system which will most likely fix that issue

@Suv Skills should play their animations (on set in the database not in the sequence) even if they hit a wall by default i think, if not try changing the <absOnDamage> animationTarget. Unless you mean something else and I misunderstood
 

Arise

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@Quxios: thanks, where do I turn on isDashing() for events?

So far, all I was able to accomplish is some kind of shenigans, I’m a very bad scripter, and I think are just some hacks to simulate some forms of AI for my events.
Qpathfind seems to stop if the page of the event changes.

There is also some YEP plugin (chase event) but is not compatible with Q plugins.

I’ve found several other issues with QSight, but I think is better to make some demos/videos to explain the problem. :)

Should I post all the bug reports here or on github? I think github has its own bug tracker, so is easier to not forget about them, and I see more and more bugs/issues stacking up.
 

Suv

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Don't know whether I'm setting everything right, or if that's plugin incompatibility, but the animation (<absOnDamage> Animation Target) show only on enemies, not on colliders. Nevertheless, that's not the entire point. I wanted to know if it's possible to set different animation for enemies and different animation for colliders. Right now the animation show is skill related, not the object hit related as far as I understand.

Another thing, do you think it would be possible to make the skills used through qABS could also trigger the common events, if they are assigned to them?
 

Arise

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@Quxios: I've made some videos and a demo zip with the bug to reproduce the 2 maybe 3 issues I have with QSight.

First, I've tried my luck with having some NPC AI, but didn't liked the David Browne idea with two different events, one hidden, the other chasing the first one. So I figured out a way to enable pathfinding directly in Move Route. Let me know if you see anything wrong with this approach, if everything looks good to you, maybe you can add that custom interpreter in a Q Plugin to support a Game_Event scope.

So the whole idea: the NPC is supposed to patrol around, if player gets in the qsight range, then NPC is supposed to chase the player.

Now about the issues....
1. Everything looks almost ok, but the NPC gets "stuck" at the edge of the collision of the event qsight with the "outer" player circle.

2. After encountered first issue, I said... ok, let's try a quick fix, if the original event page for qsight had range 8, then in second page let's increase qsight range slightly (to 10) to avoid the event "outer" collision bug described before.
Well... doing that it seems somehow messes up the Qsight, the range no longer works properly, qpathfinding could freeze, the red sight circle is no longer updated following the event, it stays one or the other radius (like 10 or 8), etc.

The demo project is here:
www_demo_qsight_bugs.zip
 

Quxios

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@Arise bugs are fine here or github. Though I probably prefer them here or inside the MV Master demo repo. I have a lot of repos and people typically post issues in a bunch of different ones and I lose them sometimes lol.
Your 2nd approach is correct, it's what I do with the enemy AI in QABS. I up the sight range by 1.5 so the player can't leave it immediately. Though you could also add in a delay before checking if player has gone out of range and stop chasing. Also I haven't downloaded the demo yet but are the plugins up to date? Because I remember that QSight bug and it was more of a visual bug, code wise it was still working fine.

@Suv Then no you can't play a different animation based on what collider it hits without making your own addon. And sure skills are suppose to run common events anyways, I thought I had that implemented, must have forgot.
 

Arise

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@Quxios: I do use whatever QUpdate prompts me to download. So I assume plugins were the latest.

Also please let me know if the pathfinding in route command is a good or bad approach because I’m out of ideas here.
 

AUXturnA

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Hi,I need some help about how to get rid of stuck by change player's collision.
(It is not a bug)
I want to change player's collision( to wider collision) by specific state.
Well, I managed to do that.
But in case of player is next to other collision, (ex. other events, impassable tiles...etc)
and state was change, player will stuck by other collision.
Any ideas?
 

Arise

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Another "bug" with QSight.

I'm a BIG BAD Monster with a HUGE collision circle, hiding behind a small event and I can't be seen because the intersection for sight seems to consider only the circle center, not the whole area covered by the collision circle.

 
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I've found a minor incompatibility between QABS+Skillbar and YEP_MessageCore. Simply put, the skillbar doesn't seem to recognize the <WordWrap> or <br> tags in skill descriptions. Screenshots below:

The skill's description in the skill tab

The skill's description in the skill window in-game

(For reference, the skill's description in the in-game skill window when I don't add the <br> tag)

The skillbar
 

blakebishop1989

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@Quxios Hello - Im using Qmovement and Qsprite and cannot seem to get my sprite to be properly displayed.
Here are some pictures to show my issue.



 
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Shiko

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Is there a way for the name of the loot you pick up to appear on screen like a popup?
I use Moghunter's TreasurePopup plugin but it only works with the change item event command.
 

Quxios

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@AUXturnA You would have to create some JS to find a spot where the player won't get stuck, then move him there before changing his collider

@Arise I took a look at your demo, and that's slightly incorrect. The sight range on the first page should be shorter then the range on the 2nd page. Also for the script call in the autonomous movement should just be:
Code:
this.chase(0);
As for that other "bug" it's not a bug, it's completely intentional. Most of my plugins don't use the full algorithms or full checks because they're designed for MV. So using a full check is unneeded most of the time unless the dev is planning on creating some crazy action like game with full custom sprites, in which case they should just hire a programmer to make the systems instead of using plugins.

@GameFire Will look into it

@blakebishop1989 some of those images aren't loading. But here's the main questions either way:
1. Push F8 are there any errors?
2. Whats the filename, are you identifying it correct? Looking at your screenshots your config is named Test, So if you're using the default identifier in the plugin parameters then your filename should be something like:
%Test-mychara.png

@Shiko Use the QPopup plugin and it'll add the popups for you
 

Arise

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@Quxios: thanks for explanations!

this.chase(0); simply placed in the movement route will not work, it throws an error:
/C:/Users/MyUser/Documents/Games/Demo1/js/plugins/YEP_X_AttachAugments.js:1726 MOVE ROUTE SCRIPT ERROR
/C:/Users/MyUser/Documents/Games/Demo1/js/plugins/YEP_X_AttachAugments.js:1727 this.chase(0);
/C:/Users/MyUser/Documents/Games/Demo1/js/plugins/YEP_X_AttachAugments.js:1728 TypeError: undefined is not a function/C:/Users/MyUser/Documents/Games/Demo1/js/plugins/YEP_X_AttachAugments.js:1728 Yanfly.Util.displayError
Later edit: It looks like in the Event Pages the this keyword is a Game_Event object.
But inside the MOVE ROUTE, the this keyword is a Game_Interpreter object.
 
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