flechajm

John Arrow
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Yeah, that's correct... most MV plugins not work in MZ, but some others do. And others needs to be adapt, but I don't care about that, I know JavaScript (I'm a software developer) so I can handle it for now... :LZSbleh:

As you say... we need to wait for new Plugin Updates for MZ.

By the way... this plugin works great in MZ (https://www.makerdevs.com/mvplugin/716?name=proximity background sounds). Just keep it in mind, if you need something like this in MZ. :LZSsmile:

Thank you again ^^
 

lonewolph

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is there a compatibility patch for this to work with Chrono Engine anywhere?? Event colission seems to stop working when Chrono Engine is turned on, although the image file colission seems to work fine
 
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For one, which plugin is "this"? There's more than one Qplugin.
For two, if you're using Chrono in the ABS setup, why not use QABS which doesn't have potential compatibility issues?
For three, likely not but you could always ask someone to make one.
 

KotoYama

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Trying to use QM+RegionColliders but I'm getting this error. Obviously I am using the last version of Movement plugin.


Also with QMovement plugins and the game starts to go nuts when I'm moving diagonally. I turned off all the other movement plugins before testing this one out
.

RESOLVED
 

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rosmar30

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Can anyone teach me how to use this and make bridge that can walk over and under. Thanks in advance.
 

tvorimvsevmeste

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These plugins are for RPG Maker MV, not MZ. A couple people have mentioned planning to port the Qplugins to MZ, so it's best to wait until one of them ports QAudio.
If it is not difficult, give us a link to these works on rewriting Qplugins from MV to MZ. Then we can monitor the progress of these developments.
:LZSyum:
 
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I don't have links to give, sadly, it's just been a couple people who I've heard are thinking of porting them to MZ.
 

aniaaous

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Does anyone know if we can have multiple move poses on a sprtie sheet config?
 

Bricrue

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Trying to figure out the Qcamera bars but every thing I have tried in the command plugin does not work. What is the example use for using the bars?
 

wushi17ie

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Hi all, I'm using the awesome collision map plugin and wondering, is there a way to hide the collision map while testing the game?
 
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Yes, you can either disable to plugin parameter that makes the collision show up by default, or you can press f10 while playtesting.
 

Bricrue

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Hi all, I'm using the awesome collision map plugin and wondering, is there a way to hide the collision map while testing the game?

Right, if you look at the plugin you can disable it. Even though it is disabled though, if you still press F10 it will still switch between the two. I have mine set to off but I'm quite often hitting F10 to check on some of the collisions. That plugin is one of my favorite plugins made! Not sure if these will transfer over to MZ but if not, I'm not leaving the old version for the new because of these type of plugins. They are a MUST in my opinion.

Also as an update I did figure out the Qcamera issue I was having.
 

wushi17ie

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@Sleepy Kitten Games @Bricrue

Oh I see it now, it's a parameter in QMovement. I mistakenly thought it was a parameter in the collision map plugin that I was not seeing...

Thanks for your help!

(And yes these plugins are some real game changers... RESPECT!
 

wdc

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I've been using this plugin for a few months, and the only thing I'm not sure about is the absSequence wave.
Here's what's listed in the instructions for wave:

wave [FORWARD or BACKWARD] [AMPLITUDE] [HARM] [DIST] [DURATION] [WAIT? TRUE or FALSE]

waveToStored [AMPLITUDE] [HARM] [DURATION] [WAIT? TRUE or FALSE]

There's nothing to describe what this actually does and no example of how it works. So what the heck is it?? What does it do? And does anyone have a working example so I can test it?

My best theory atm is that it's a feature that was planned but wasn't completed, and that's why there's no reference to it anywhere else.
 

Uranium

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This is what I get when trying to play test the Master Demo.. Hmmm

Errpr.PNG
 
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@Uranium It's because you're not supposed to just take the demo and playtest, you need to create a fresh project and move the demo files into that project.
 

KotoYama

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Is it possible to imitate MOVE FORWARD action from QABS plugin just with the basic QMovement plugin? Cause the ABS plugin does nothing for me (plugin compatibility issue) and the QMovement's qmove(5, 96) doesn't work cause "5-current direction" doesn't support 360 degree directions :(
 

Arise

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Can you try with QPathfind?

I use this to set up patrol routes for my NPCs.

Code:
◆Comment:<sight:circle,8,A>
◆Loop
  ◆Script:console.log(this);
  ◆Plugin Command:qPathfind this x3 y3 p wait
  ◆Plugin Command:qPathfind this x3 y8 p wait
  ◆Plugin Command:qPathfind this x8 y3 p wait
  ◆
:Repeat Above
 

id0

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Sorry, this is my old account.

Has i said i am willing to pay someone to fix the followers issue with the sprite not changing when dashing for followers, but the main player sprite does change. See a image below with me using 2 of the same sprite sheets for the main player and one follower. The follower does not change to the dash sprite like the main player does.

I have searched for "dash" in the JS file for the followers and cannot find it, so it must be this file that needs looking at.

If someone still need it, you just need to make a couple of changes in QM+Followers.js:

add this(anywhere):
Game_CharacterBase.prototype.isDashing = function() {
return this._dashing;

};

and in Game_Follower.prototype.update add one string like this:

Game_Follower.prototype.update = function() {
Game_Character.prototype.update.call(this);
this.setOpacity($gamePlayer.opacity());
this.setBlendMode($gamePlayer.blendMode());
this._dashing = $gamePlayer.isDashing();
this.setWalkAnime($gamePlayer.hasWalkAnime());
this.setStepAnime($gamePlayer.hasStepAnime());
this.setDirectionFix($gamePlayer.isDirectionFixed());
this.setTransparent($gamePlayer.isTransparent());
};
 

aniaaous

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Does anyone know if we can change the moving pose?
 

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