QPlugins - Latest: QABS

Mimikyu

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in the tileset menu you can change the collision?
 

YoraeRasante

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@Mimikyu you see in the help file where it explains how there is a default, collision and interaction box you can set?
give them a larger interaction box, larger enough it can be used outside the place they are added to.
 

Mimikyu

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@Waterguy what size should I make the event collider? and do I use offset? I tried messing around with the height width and x y settings but no matter what I did it only moved the collision slightly to the right for some reason???
 
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YoraeRasante

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@Mimikyu depends on how far you want the player to be to be able to activate them.
from what you said the events are on top of a blocked tile, that is usually a 48x48 tile. An event usually has a "blocking" collision smaller but exactly the same of "interaction", meaning that by default the only reach they would have is if the player is inside the tile... which they can't be because it is impassable.
So they need to have an interaction of more than 48x48, the more the more space there is for them to be interactable with.
 

Mimikyu

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@Waterguy how do I fix the issue of the collision box moving in some other direction when I resize it? It's never centered.
 

Psyche Radio

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Posting here because I don't know if I'm dumb and I didn't look hard enough or if this is an actual bug.
After finding out that JavaHut's Audio Manager was not up to date, I decided to switch to QAudio cause, well it sounded just as nice and had the same functions. However, testing it out, the plugin not only lags my game badly (independent from map size, file size or amount of plugins, checked all) and stacks the audio, making it unbareable to listen to and eventually (about 5 seconds later), my game crashes straight to desktop.
 

YoraeRasante

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@Mimikyu use a negative value on ox, it'll move it to the left.

@Rainbowz4 how are you creating the QAudios?
They are created in an "once per plugin command" basis, so if you don't put them in different ids (not sure what happens if you repeat ids either) they are all a new audio being run. So if you are not using ids and the plugin commands are being made through a parallel process that doesn't stop doing them after the first run... well,new audios are being created, and played, each frame, usually 60 frames per second...
 

Psyche Radio

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@Waterguy Oh yeah, thanks, putting 'Erase Event' after the plugin command solved the problem, so yay.
 

Ninjam

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So, I feel like I'm missing something obvious with QABS, but....

How do you use states? I can apply them just fine, but they seem to last forever with no time limit.

Do I need to write a plugin that will allow me to add timers to the states? I'm no beginner to coding, but I'm not the best coder, and I'm new to working with RPGmaker's code and not sure where to start to do that.
 
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This is what the help section says about states:
Code:
 ============================================================================
 ## States
 ============================================================================
 To have a state affect the characters move speed use:
 ~~~
 <moveSpeed:X>
 ~~~
 Set X to the value to modify the move speed by. Can be negative.

 To disable a characters actions, use the following notetag. When disabled
 the character can't use any skills until the state is removed.
 ~~~
 <stun>
 
 ~~~
In addition, I highly recommend looking at the QABS demo, as it shows some things that the help section may not show. If memory serves, it's something to do with removing a state by walking.
 

Zerothedarklord

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This is what the help section says about states:
Code:
 ============================================================================
## States
============================================================================
To have a state affect the characters move speed use:
~~~
<moveSpeed:X>
~~~
Set X to the value to modify the move speed by. Can be negative.

To disable a characters actions, use the following notetag. When disabled
the character can't use any skills until the state is removed.
~~~
<stun>

~~~
In addition, I highly recommend looking at the QABS demo, as it shows some things that the help section may not show. If memory serves, it's something to do with removing a state by walking.
I've been doing states that are set via a common event, a skill that applies a state runs a common event that turns on a switch. that switch triggers another common event, which runs parallel, applies the state, then begins a wait period. at the end of the wait period, the state is removed and the switch turned off.
 

Ninjam

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I've been doing states that are set via a common event, a skill that applies a state runs a common event that turns on a switch. that switch triggers another common event, which runs parallel, applies the state, then begins a wait period. at the end of the wait period, the state is removed and the switch turned off.
The problem with that sort of approach is that it's not really scalable. Having multiple common events per state is fine when you're only tracking 2-3, but falls apart if you want a few different types of poisons, sleep, stuns, etc. Not to mention that I can't seem to find a way to remove a state from an enemy when you apply one.

I saw the help file, and that's part of what led me to post here. A stun state is nice.... But apply it to an enemy and they will never attack you again, not quite working as intended.

I'll check out the demo again for sure! I don't remember seeing walking stuff in it before, but that was almost a year ago before I started my current project!
 

Zerothedarklord

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The problem with that sort of approach is that it's not really scalable. Having multiple common events per state is fine when you're only tracking 2-3, but falls apart if you want a few different types of poisons, sleep, stuns, etc. Not to mention that I can't seem to find a way to remove a state from an enemy when you apply one.

I saw the help file, and that's part of what led me to post here. A stun state is nice.... But apply it to an enemy and they will never attack you again, not quite working as intended.

I'll check out the demo again for sure! I don't remember seeing walking stuff in it before, but that was almost a year ago before I started my current project!
you don't need to checkout the demo, look in the states tab, there is literally an option to remove while walking, and you can set the number of steps.
 

Ninjam

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you don't need to checkout the demo, look in the states tab, there is literally an option to remove while walking, and you can set the number of steps.
I... can't believe I never noticed that before! That's a great start, thanks!
 

MARS3993

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I attempted to use the plugins in screenshot 1 and the messages in screenshots 2 and 3 showed up help please
 

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Screenshot 3 tells you what the problem is. You need to have QPlus.
 

Mimikyu

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@Waterguy no matter what values I change it doesn't move properly. I change the value by 2 and it moves 3 pixels?? how do you get this thing to work?

even if I did get it to work I would run into more problems with the event collision box obstructing where you're supposed to work. this plugin is fundementally flawed and I won't bother trying to use it.
 

YoraeRasante

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@Mimikyu there are the default, collision and interaction boxes that you can set differently. changing the position of the interaction box shouldn't the one of the collision box as long as you set them separately.
And as it is a plugin, you can't visualize the changes unless you test it with the "show collision through a colored box" option turned on. You'll have to plan it in your head, put the values and test if it is right where you wanted.
 

Hahasea

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Hiyeee. Wondering if there's a Qsprite Editor installation for dummies anywhere? I don't quite understand how to install Electron.

(I'm on a mac so can't use the pre-build .exe)
 
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emperpep

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I've encountered this bug quite often in my game, and I feel like it was related to QABS
I wonder if someone know what causes this?

this.wait is not a function

Playtesters tried to press F8 but it won't show any log at all, It can only display error log when playtested on the source file itself. :(

file.png
 
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