Mike-Turtle

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@HighTyrol I'm a big fan of QABS but honestly, if you are not comfortable writing JS, it's tough to work with. There is no code for teams, or allies, and only the most basic default AI. On my profile, you can see what a few dozen hours of code have achieved, but I'm nowhere near happy yet.

Also, QABS is old and not currently being developed. There are some ABS with active forums and devs though...

Have you looked at JABS? https://forums.rpgmakerweb.com/index.php?threads/mz-jabs-js-action-battle-system.131663/
or Alpha ABS? https://forums.rpgmakerweb.com/index.php?threads/alpha-abs-mv-new-build-1232.66713/

Both look really good, and you are much more likely to get help with any issues that arise.

As for your current problem: Diagonal attacking should work out of the box. I'm not sure why it isn't. Check your QMovement pluggin's settings. That may also be the issue with your tiles, if they are set to the wrong size in the pluggin params.
 

HighTyrol

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Well, I am semi-comfortable writing JS. But, if I have to dive into it for every ability that would be a bit much for me. I will check out both of those.

JABS looks to me an MZ one? With Alpha of MV? Alpha looks better on first glance?
An Adjustable UI is nice and really useful. Although, It looks like it is grid-locked?

Do either of them work with Diagonal movement of some kind?

For MZ one of the visustella free plugins adds diagonal movement.

While for MV I know like four plugins that do it. Most notably QMovement/QSprite as well as Galvs diagonal movement.

Being able to work with a zoom plugin would be a nice bonus. But isn't a must have.

If I have to I could just trial and error through both of them till I hit something it won't let me do I need.
 
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Mike-Turtle

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Don't get me wrong, the basic framework is all there, but it is really basic. Enemies can walk towards you and cast skills. I had to write AI just to make them stand at a distance while shooting ranged weapons.

I'm not sure about the functionality of the other plugins, but there is Alpha for MV @ https://github.com/KageDesu/Alpha-ABS
 
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HighTyrol

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Well, writing AI isn't super hard. They are usually just state machines. I don't think I will have to dive into JS for every attack though.

Although, if it looks like too much work it might hit the "Might as well make it in godot threshold."

Although, having a smaller community of users is concerning.
As being able to consult with others when I inevitably have some issues is important.

I also like the flexibility QInput gives with controls schemes.

Although, I don't like how it doesn't have a basic hotbar swapping attacks framework.

Although, it has enough I think it wouldn't be too hard to make.

Alpha has a prebuilt hotbar. But, I am not sure how configurable it's controls are?
 

Mike-Turtle

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I'm not sure as to Alpha's controls. For me, giving up QMovement, QInput, QSight, and QPathfind was not going to happen, so QABS was the only way to go. I didn't give the others much of a chance. Also, QABS is compatible with Terrax Lighting (and the new Community Lighting version fork with a little work) which means light effect on spells (or grenades for me).
qcPQHt9.gif
 
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HighTyrol

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I don't really want to bother with algorithmic lighting for this game. I am planning on using the dawnbringer 32 palette for my Tilesets. Although, I might change my mind there.

The only one of the Q series plugins I really love is Qinput.
 

KotoYama

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There's one very annoying issue I'm having.

The event's ID detection by coordinates doesn't work with QMovement if the event has moved even one pixel away from the default position.

As a result my player sometimes gets teleported inside other objects' colliders... Teleportation thing is one of my important mechanics.

Any ideas?
 

kakatototo

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I found a bug with "Q scale".
It saves in the demo map.
After resetting with F5, load that save.
Then the scale is back to default.
Has the bug been fixed?

Or does anyone know how to fix it?
 

ShadowDragon

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@kakatototo
than it hasn't been saved to the savefile, and need to be added,
there are a few easy ways to let it saves when used.

if you have some knowledge, you can do this on your own though.
 

kakatototo

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Thank you for your reply.
Could you please tell me how to do it?

It is very difficult for me to do it myself. ......
 
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Hey Quasi, i was wondering if there is a way to disable qmovement at certain times. Im trying to use it with chrono engine but it get bugged in combat so i want to disable it in combat is that possible?
 

Mike-Turtle

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@Spacetraveller I don't think you can switch off the whole plugin. There certainly isn't anything in the coed that allows it. Switching off pixel movement on your battle maps might help though. This is possible:

Map Notetags​

GridSize

You can set the grid size for certain maps by using the notetag:

<grid:X>

Where X is the grid size to use for this map.

OffGrid

You can set weither you can or can't move off the grid for certain maps by using the notetag:

<offGrid:BOOL>

Where BOOL is true or false

MidPass

You can set weither you want to use the mid pass function for certain maps by using the notetag:

<midPass:BOOL>

Where BOOL is true or false
 

KotoYama

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Is it possible to use variables for X Y values inside the qPathfind event xX yY plugin command?
I've tried converting it into a script call using Yanfy Plugin, but nothing worked.
 

KotoYama

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Is it possible to not interrupt the pathfinding after changing the event page?
 

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When there's a will, there's a lifehack. :ninja:

Before i mess with battle UI further, does it look decent enough? :hswt:
Free MZ? That's good. I should go try it out then.
Let's see if I can make it in time xD
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