QPlugins - Latest: QABS

gRaViJa

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Hello, I'm using QMovement's gridless motion to do some pre-rendered 3D stuff. Does anyone know if there's any jump plugins that work well with QMovement? I saw that QABS has a jump function, but I don't want a whole ABS. I tried Galv's and Yanfly's jump, but it only works sporadically, I think it only activates if the character is already aligned to the grid.
I was kinda looking for the same. Also tried Galv and Yanfly and those didn't work. Also found this plugin, while it seems to work it ahs some bugs of its own: https://highplainsdesignstudio.com/journal/hpds-jump-plugin-for-rpg-maker-mv/

But Is there a jump function in QABS? Does it allow to jump over an impassable tile? I haven't managed to figure that out then, can you (or anyone) help me a bit with how I can set up this type of jump with QABS?
 
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But Is there a jump function in QABS? Does it allow to jump over an impassable tile? I haven't managed to figure that out then, can you (or anyone) help me a bit with how I can set up this type of jump with QABS?
Maybe not, I did a search for "jump" on Q's webpage and it showed up in the QABS doc. But it looks like that "jump" is something to do with skills, I don't know if it would work for jumping as movement.
 

gRaViJa

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Maybe not, I did a search for "jump" on Q's webpage and it showed up in the QABS doc. But it looks like that "jump" is something to do with skills, I don't know if it would work for jumping as movement.
I think so too. i'll give it a quick try though. A real smart jump system lke Yanfly's would be an asset for QABS though, even more so since Yanfly's plugin isn't compatible.
 

Skurge

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Is there a way to bind the Qaudio to a self command? I wish to make audio from spawned events from galv's spawn plugin.
 

Multodi

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Okay so i am in a real bind, ive tried all night to figure out how to get my collision map to work for the game map. can someone for the love of god please redirect me to the right link to learn how to put it together or please explain to me what to do to make the first correct steps on doing a collision map for a parallax map.
 

MasterofRevels

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I am just getting back into RPG Maker but IIRC I solved this by calling an event on death/0HP that changed my character into a separate sprite, lying on the ground face-up with a few little blood smears. I was using an ABS system and it worked like a charm.
Hmm that sounds like it might do the trick! Do you remember how you did it? :D
 

Zelta1

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Hello, thanks for your awesome plugins.

Qtouch works for me fine on test, but doesnt after publish:
Mouse icons does not change, the original remains.

sorry my english.
could you help me?
 

Zelta1

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Hello, thanks for your awesome plugins.

Qtouch works for me fine on test, but doesnt after publish:
Mouse icons does not change, the original remains.

sorry my english.
could you help me?

If you publish the game selecting "exclude unused files", not work, the original mousse icon remains
if not, the mouse icons changes.
 

Waterguy

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hey everyone, hope this isn't a necro...
So, I a few months ago updated my windows from 8.1 to 10, and recently when I tried using the QSprite Editor... it didn't work properly. Oh, it can open projects, edit the qsprite files and all... but the sample image, that thing that let us see what we are doing? yeah, I lick the button but the image doesn't open.
It didn't work on the version of the editor I had. Tried downloading it again, to see if an updated version might work. Same deal. Tried setting it to compatibility mode, no dice either.

Now, when I downloaded the 32 bit version it is working perfectly... but my computer is 64 bits.

So, if anyone else is having the same problem I am, if your pc is 64 bits try to use the 32 bits version anyway.


[EDIT] So, after trying to use it again, it seems the "fix by using 32-bit version" was a one-time deal, it is not working anymore either,
 
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Slides

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Hey there, so Ive been using QABS for a week or two and after messing around with the notetags ive been furiously trying to make a hookshot type weapon like in moghunter's chrono ABS but to no avail. I've gotten close by using the skill notetags to create a collision box that flies out from the player, then back to him with simple move commands, but the system is still flawed in the way I set it so that it teleports the player when the hook collides with an event (that I set as an enemy). If anyone could help me or perhaps if someone has already figured out how to make a hookshot in QABS i would greatly appreciate it, as the first level of my game utilizes the hookshot. Thank you, I hope this thread isnt dead.
 

Waterguy

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@Slides don't use QABS myself, but you said you make the user teleport... why not make the user's "through" on so it basses through obstacles then use QPathfinding to move them fast to the ending position?

And, if anyone could help me with my problem with QSprite's editor, would be a great help...
 

nintendowii111

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I'd GREATLY appreciate help with making a simple enemy that shoots only in 1 direction. I'm making a dungeon and want fireballs shot in a single direction. I tried turning the AI off but that causes the event to do NOTHING at all. Please help ;)
 

PKirkby

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Hi there, are there any available help files or examples I can use to do some more research on the QABS plugin? thanks
 
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There is the site that has all of the plugins' formatted help files (https://quxios.github.io/plugins), there are other people's messages in this thread, there is the help section for QABS itself, and failing that there is the actual code of QABS itself.
 

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