QPlugins - Latest: QABS

Netreno

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With QABS, where exactly do you need to put <stun> notetag to disable character's actions? I tried to put it into event notes but this doesn't work as enemy still uses his skills. Or maybe there is another way to implement stun abilities?
 

Quxios

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@GameFire The QUpdate update wasn't much, I just added a 1 frame delay for when to check for updates. This is to make sure the "Updates Available" popup is shown above everything (in mv 1.6.0 is would appear behind the game). And the QUpdate error may have to do with the nw.js version, since I'm using MV 1.6.0 and it has a newer version and there's no error + @Arise says it works fine on electron, so must be something with older nw.js (not sure y it's appearing now)
For the QMap issue, if you can, create a small demo and pm it to me so I can run some console logs to find the issue. Or find a possible incompatibility

@quester Yeah there probably isn't any that would be compatible with QMovement and I won't be making one, sorry!

@Netreno the <stun> notetag is for states. Put that notetag inside a State, and have a skill apply that state to it's targets
 
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That might be the problem, I'm not using the 1.6.0 beta. I'm using version 1.5.1.
Updated to 1.6.0, QUpdate is working now. Though QMap being on still makes it become stuck in loading, this time without any errors being printed to the console.
On another note, QMap Editor is back to letting me input decimal numbers.
 
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ZcheK

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The QMap objects retaining between maps seems to be fixed with the latest update. Found a small problem if you use the plugin command included in the the script e.g
"QMap SwordSwing animate once 4" with an event and activate it again before the animation has finished playing, it will repeat it endlessly.

Also, here's a video showing off just how powerful QMap is with said plugin commands. I made a custom battle system with it.

 

Jibtou

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Hi!

I'm trying to understand all of your plugins for a few days now. They are truly amazing! I have absolutely no trouble using QSprite and
QMouvement (well, until now ^^) but I'm having a hard time tying to do something quite specific with QABS:
The first skill that I want to create is a simple sword swing with a circle collider. The problem is that I want it to do the same move as the sword in my character animation (my QSprite pose).
That means that I'm not just trying to make it appear in front of my character and rotate based on the user's direction (That is OK for me), but I want it to be offsetted on one side of the user (depending on the direction he is facing) and then to move from this position to the other side of the user (as you would do when swinging a sword). It would be even better if it could draw a semi-circle facing the same direction as the user but it seems that the only option for that kind of move is in the QMovement arc() command and it's not usable in QABS sequences (as far as I know).

Is there any existing way to achieve that kind of movement using your plugins or are these functionalities not implemented yet?

Thanking you in advance!

PS: sorry if my english is not perfect. I'm a french guy ^^'
 

BraveGhost

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Trying so hard to wrap my head around how to use qsprite editor but it is completly lost on me, I was really hoping to get a pose to play whenever my actor uses a skill, if anyone fancies talking me through it I'd be very greatful.

EDIT: Nevermind spent some time with it and got it to work!
 
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Netreno

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I wonder if there is a way to somehow use formulas or at least variables to change skills cooldown? I understand it can only use whole numbers right now but maybe it's not that hard to implement manually.
 

ZcheK

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I wonder if there is a way to somehow use formulas or at least variables to change skills cooldown? I understand it can only use whole numbers right now but maybe it's not that hard to implement manually.
Try this in the skill comment (instructions from QPlus help):

<absSettings>
cooldown: {vID}
</absSettings>

change ID to the variable.
 

Netreno

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Try this in the skill comment (instructions from QPlus help):

<absSettings>
cooldown: {vID}
</absSettings>

change ID to the variable.
I tried this but unfortunately it seems this doesn't work. But thank you anyway!
 

styx92

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@Quxios
I found a bug in your QPlus plugin. I use the EST-Plugin "SaveMapEvents" in your Demo. Here is a video how to recreate the crash.


Its wierd but it crashs :D
If i delete the movement from the door event, than the error wont occurs.
I dont know how much you get compatibilty with this plugin. But it would be awesome, if you can eliminate this error.
 
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Arise

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There is QEvent that you should check out, maybe it does what you need.
 

nothingongoth

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Is it normal that enemies getting resettet / ignoring their respawn time, after each map transfer or do I make anything wrong?

Current Settings would be:
<AIType:none>
<noPopup>
<noHpBar>
<respawn:1600>

If I add for example:
<onDeath>
this.setSelfSwitch('A', true);
</onDeath>
(+ adding the site in the event)

They don't respawn at all.
I have a few enemies which gives potion and I want them to respawn maybe every five minutes, but at the moment, they are just exploitable, because of this.
 
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KanaX

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Hey quasi,

Just downloaded QMovement. The problem is that it seems to lag a lot even in an empty project. Any ideas?
 

Vanya

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Hi. I'm having some trouble with QParams.
I managed to seemingly set up the json file correctly.
I made a stat called cHP for testing purposes.
I set the minimum value to 1.
Then I set the cHP of each actor to 25 using the <params> tag.
Then I set the cHP in each of their classes to various values.
I'm using Yanfly's BaseParamControl and ClassBaseParam to set MaxHP to a.cHP for display purposes.
And just as a second layer of testing, I set the formula for the Attack skill to a.cHP.

The issue is that while it is setting the default value for the new stat and adding it to MaxHP and using it for damage formula, it isn't adding the values in the notetags.
Am I doing something wrong?

PS- I have QPlus near the top of my plugin list with QParam immediately below it.
Both of these are above the Yanfly plugins. Should I move them?

PPS- I'm still on RMMV 1.5, haven't updated yet.
 
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N-Amata

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Hello! Can someone help me? I wish to create a certain skill in QABS.

It's an attack that aims with the mouse, whenever the user clicks, the player moved towards the place where the mouse is currently at, while damaging all those it passes through. Is it possible? If so, can someone kindly give me the code or something?
 

Arise

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The Demo for QABS and Skillbar shoots an arrow when pressing a certain key or mouse button. I assume you need to study the code and implement something similar.
 

padr81

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For some reason, my Qsprite is not changing animations.

My file is named %configFinn-test.png
The in-game config is %{config}-
And the file in the QSpriteEditor is called configFinn
 

nothingongoth

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Hello! Can someone help me? I wish to create a certain skill in QABS.

It's an attack that aims with the mouse, whenever the user clicks, the player moved towards the place where the mouse is currently at, while damaging all those it passes through. Is it possible? If so, can someone kindly give me the code or something?
In the QABS settings is an option to "Aim with mouse", this have to be on true.
Apart from that, I would copy the skills from the demo and changing the <absSettings> and <absSequence> how you like.
 

nothingongoth

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For some reason, my Qsprite is not changing animations.

My file is named %configFinn-test.png
The in-game config is %{config}-
And the file in the QSpriteEditor is called configFinn
Always gotten confused with the naming too. I hope my picture helps:

https://i.imgur.com/M83z66k.png


I think the ...1.png is the only thing you can change freely.
 

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