QPlugins - Latest: QABS

Arise

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Qfollowers is bugged and should not be used.
 

Jashums_art

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Hi, @Quxios
may I ask how do you use events set up to trigger "tuch" with pixel movement?
Thank you!
 
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Risen1921

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Qfollowers is bugged and should not be used.
Thank you. If Qfollowers is bugged, do you recommend another plugin that will do the same or could i pay someone to fix the bugs in the plugin?
 

Skurge

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Hello, I am wanting an event to emit distance audio via a common event command, the only problem is I do not know how to have the audio emit from this particular event since these events are spawnable and can share the same audio if there is more on the map.
 

Arise

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Thank you. If Qfollowers is bugged, do you recommend another plugin that will do the same or could i pay someone to fix the bugs in the plugin?
As Quxios mentioned at that time and also on his website, if you want this to work you probably need to talk with another developer to take it over and fix the plugin.
 

risen1984

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As Quxios mentioned at that time and also on his website, if you want this to work you probably need to talk with another developer to take it over and fix the plugin.
Arise, thank you again. Is there somewhere I can talk to a developer about fixing the issue?
 

emperpep

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Hi, I wonder if there is a way to set enemy HP as variable in QABS system?
I wanted to make some enemies become more aggressive when their HP is low, Thank you

[Sorry if this had been answered before in this thread]
 
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Skurge

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Is there a way I can get an audio ambience emmitted by the event itself not via identified by it's ID? I wish to have multible of the same event that have spawned to handle ambience outcomes alone.

qAudio start Caralarm bgs radius17 bindTo4 loop=== But with the bind action pinned on itself and not the ID given?
 

Afaryz

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Hey, Quxios,

I got a problem. Since I turn on the QPlus-Plugin my actor won't move. I was looking in QMovement and QInput to rewrite to "wasd" and go for the run.. still does not work. Do I miss something? My other Plugins are only for texting, and start-screen...

Maybe you or someone else can help me?

regards

Afaryz
 

Afaryz

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Hey, Quxios,

I got a problem. Since I turn on the QPlus-Plugin my actor won't move. I was looking in QMovement and QInput to rewrite to "wasd" and go for the run.. still does not work. Do I miss something? My other Plugins are only for texting, and start-screen...

Maybe you or someone else can help me?

regards

Afaryz
I solved it myself. If someone has this problem, I just kicked out the saved files (cfg)
 

Afaryz

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-
 
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Afaryz

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Hey guys,
@Quxios First of all, nice plugins...thanks for the job!

The colliders are awesome and the ABS System works. (Do Dmg, get hit... and so on) but now
I have a big problem with the QSprite-Plugin especially the naming...

I will explain, how i used it and maybe you find the mistake.

First I go to the QSprite-Editor... open my Gamefile in it and know i can create a new config. Named it 'Hero'
Next step is to open a file. I open the file %Hero.png
Now I go and sample my poses and Name it for example Sword2 and go for the save.

Now i go in rpg maker to the Qsprite-Plugin. Here I Shall Name the File Name Identifier... i rename it to %Hero- (is this correct?)

Now in the ABS settings (abs sequence)

I tried something like

user pose Sword true ... also tried user pose Sword2 true ... and user pose %Hero-Sword.png true

There is also the plugin command:

Plugin Commands

============================================================================

**Playing a Pose**

----------------------------------------------------------------------------

Play a pose.

~~~

qSprite [CHARAID] play [POSE] [list of options]

~~~

- CHARAID: The character identifier.

- For player: 0, p, or player

- For events: EVENTID, eEVENTID, eventEVENTID or this for the event that called this

(replace EVENTID with a number)

- POSE: The pose to play (Don’t add the direction! ex: atk, not atk2)

I just don't know how I am suppose to save the config,the Image and the pose
and how I can open or use it ...

Please help me guys!

regards Afaryz

Edit:
-problem solved
Any questions? Write me a pm
 
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emperpep

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I think I got an error with QABS , when I tried to save while dropped item from defeated enemy is still on the floor, but I can save normally when I picked it up.
I wonder if anyone is having this error?
 
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Afaryz

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I think I got an error with QABS , when I tried to save while dropped item from defeated enemy is still on the floor, but I can save normally when I picked it up.
I wonder if anyone is having this error?
I will test it out and will give you a reply

Edit: I actually dont have this problem can you check your console maybe post it in here to find the problem?

Or you might go for the idea of autolooting to move around this problem

Regards
 
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emperpep

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I will test it out and will give you a reply

Edit: I actually dont have this problem can you check your console maybe post it in here to find the problem?

Or you might go for the idea of autolooting to move around this problem

Regards
Thank you for checking it out, When I restarted my project this issue seemed to disappear, but If I save while dropped item is still on the floor it will make dropped item disappear, this is crucial if dropped item is key item, so I did a quick fix by disabling save access during main event fight , and enabling save access again once player defeated enemy and picked up key item which was dropped from them.

But still, It would be better if there is a way to make dropped item stay there after saving.
 

Afaryz

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@emperpep Okay I think I got your problem...

If it is a key item you want it be hold in the ground. So its no console error..

I think the best way here could be to let it drop a treasure box and activate a layer on death to hold the treasurebox there ..

Or as i say go for <autoLoot> in the enemy comments to get the items automatically, when there is a keyitem.

I hope that helps you

Regards
 

Quanee

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Question!

Does anybody know if I can turn off diagonal movement only for certain map or via plugin command? I want to make overworld map like in Chrono Trigger but I just can't find a way to disable diagonal just for that.
 

Soyer

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Question !

Does anybody know why a map with loop Horizontaly bugs Positions of animations?
how i can fix that?
 

Chaos17

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Unfortunaly, people. Quixos stopped to Use Rpg Maker Mv. So he won't come here and check the bugs.
 

Risen1921

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Unfortunaly, people. Quixos stopped to Use Rpg Maker Mv. So he won't come here and check the bugs.
@Chaos17

Hi, Thank you for letting us know that Quixos is no longer working on these. Do you know of anyone who would be interested in looking into some of these bugs?
 

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