YoraeRasante

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The custom map character poses are called through a plugin command, so you can probably adapt it for an eval on the action sequences quite easily if you go through there.

Mind you, I still need to re-download the editor to test anything. Last I used it was on my old computer, where it for some reason kept stopping working properly after a while unless I updated the gpu or something like that. I now got a new one so hopefully it'll work properly again.
 
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Kaszdev

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I don't know if Quxios is still offering support to RM but maybe anyone can help me with what i'd like to do. My game is 16x16 and I like to set the Shadow Pen to draw 8x8 collisions in the map, so it makes everything easier. Would it be possible?
 
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Edael

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I have a project I've put off for months at this point due to a single bug that basically screws everything up... well, technically it's "intended behavior" by the plugin itself, but it's screws me over.

I have a system in place to allows the player to slowly strafe and stay locked in a single direction.

parallel process common event
◆If:Button [Pageup] is pressed down ◆Script:$gamePlayer.setDirectionFix(true); ◆Script:$gamePlayer._moveSpeed = Math.max(3, $gamePlayer._moveSpeed - 0.5) ◆ :Else ◆Script:$gamePlayer.setDirectionFix(false); ◆Script:$gamePlayer._moveSpeed = Math.min(4, $gamePlayer._moveSpeed + 1) ◆ :End

Then, I have a skill that shoots a bullet moving forward

skill note tag
<absSettings> collider: box, 6, 4 infront: true rotate: true through: 1 cooldown: 48 </absSettings> <absSequence> user casting true se AZ_pistolshot 15 user pose idleshoot false picture AZ_bullet true 4 move forward 480 20 user casting false </absSequence>

The issues arise when I hold down Pageup and start moving in all directions
The bullets move in the direction the player is moving, and not in the direction the player is facing. so bullets are shooting from the side and the arse of the player instead of the direction they are facing, I also have a melee skill that swings a weapon in front of the player, that skill works exactly as intended and will swing in the direction the player is facing.

I have tried nearly everything, and I cannot find a way to make the bullet travel in the direction the character is facing

I dug into the plugin's code to see what's going on, I have no java coding skills and barely can put together why it's doing what, my guess is it has something to do with radian or something

qabs.jar
Skill_Sequencer.prototype.actionMove = function(action) { var dir = action[0]; var distance = Number(action[1]); var duration = Number(action[2]); ColliderManager.draw(this._skill.collider, duration); var radian = this._skill.radian; if (dir === 'backward') { //ED radian -= Math.PI; } radian += radian < 0 ? Math.PI * 2 : 0; this._waitForMove = action[3] === 'true'; this.setSkillRadian(Number(radian)); this.actionMoveSkill(distance, duration); };

If anyone can help me make it so bullets move based on the character's facing direction and not their moving direction, whether it's through events or making a hacky script work around for the plugin, please, good god please say something...

I'd commission for it even...
Honestly depressed from failure at this point...
 

YoraeRasante

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@Edael I'll need to find where I have QABS saved to check 100%, but from your description your problem seems to me to be that it uses a different method of aiming than the sprite's direction - which makes sense, as many big monsters have only one sprite direction so always have their direction fixed.

[EDIT] I believe what you need to change is on the line "var radian = this._skill.radian;"
That sets it to the be character's radian, which is linked to their movement, not direction, and then adjusts according to the skill itself.
So you need to put a line under it to use instead, something more like "if (this._character.isDirectionFixed()
) var radian =
this._character.directionToRadian(this._character._direction)"

...well, I suggest adding a variable to check if this._character is the player, but can't find if one already exists right now...
 
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Edael

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@Edael I'll need to find where I have QABS saved to check 100%, but from your description your problem seems to me to be that it uses a different method of aiming than the sprite's direction - which makes sense, as many big monsters have only one sprite direction so always have their direction fixed.

[EDIT] I believe what you need to change is on the line "var radian = this._skill.radian;"
That sets it to the be character's radian, which is linked to their movement, not direction, and then adjusts according to the skill itself.
So you need to put a line under it to use instead, something more like "if (this._character.isDirectionFixed()
) var radian =
this._character.directionToRadian(this._character._direction)"

...well, I suggest adding a variable to check if this._character is the player, but can't find if one already exists right now...
I think you just might have saved my project.

It works like a charm, only issue now is that if the player is standing still and releases the button and fires, the shots will fire in the last direction they moved until the player moves again, bit wonk, but all things considered I can live with that.

You have my immense gratitude:kaocry:
 

Edael

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Alright, so, I have a melee skill that I want to play a common event whenever I hit something, it seems that it always triggers whenever I use it, unlike the ranged skill I have where it only activates when I've actually hit something.

Also, anyone know how to "get" the event I'm hitting? Like, in my common event, I have this script call
◆Script:$gameMap._events[this._eventId].moveAwayFromPlayer();"
Doesn't seem to work, guessing it's due to this._eventId referring to the common event itself and not the event I'm hitting, so basically does nothing.

What I'd like to achieve is "When melee hits, enemy that was hit moves away from the player.
Basically the melee is the "get off me" tool.

Also, I know qabs has "target move [towards or away or into] [dist]", however this causes issues with my game, as It's using tile based movement instead of pixel, and this command doesn't take that into account, so whenever the player gets hit or the enemy gets hit, they fly in a radial direction and unsnaps from the grid, causing misalignment and a bad time.

If anyone knows any event, script call, or qabs magic to solve this little conundrum, please inform me.
So long as the results are what I've described, any fix would be appreciated. :thumbsup-right:
 

MAH1RO

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Is an update planned in the near future that adds functionality
to the diagonal movement speed for QMovement?

Currently its still in state "TODO not functional"
1681389450763.png

I really like the QMovement plugin, because its the only pixel move plugin that works with collision maps, but the movement looks and feels really strange when you walk diagonal.

Because the diagonal walking speed should be at ~70-80% of normal (top/down/left/right) walking speed to match the movement in a believable way.
 

YoraeRasante

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Yeah, so...
Don't think anyone can expect anything "TODO" to be... done.
Or anything fixed, added, or made compatible.
Not by the original creator.

As far as I know, the creator stopped working with rpg maker stuff for a while already, long before MZ was released even.
 

Dark--Paladin

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Hi, I'm new here. I tried this plug in and it's amazing. I do need help. Is there a tutorial or thread for making ammo system for qabs?

edit: I already found an ammo system plugin
 
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SushiAssado

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Can someone help me? I want to use Qmovement, when I use it without Qplus, only the message appears saying that I need Qplus but everything runs fine, but when I put Qplus, this error happens and the game doesn't even start

Without Qplus:
11.jpg22.jpg

With Qplus:
33.jpg44.jpg
 

Nat0327

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Do you have QPlus above QMovement in the plugin manager?
 

SushiAssado

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Do you have QPlus above QMovement in the plugin manager?
yes, I found out what it was, there was another movement plugin active, now it is running without error, however it seems that it does not have compatibility with the chrono engine
 

Nat0327

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Yeah, unfortunately that happens a lot with plugins where the dev is no longer working on them. Glad you figured it out though.
 

zasqwe2

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Anyone managed to change the pop-up's colors? Like heal in blue, crit in red, etc

I tried messing around with presets and directly in the js but always results in white pop-ups

edit: managed to do it finally, editing in the qpopup presets and starting a new save
 
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Aandel

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hello! In QCamera, at the end of the plugin you have the option to change the color of the cinematic bars... I want to know if there is any way to add an option to change the opacity of the bars? Thanks and great plugins
 

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Hello, is there any way to make allies follow you?
 

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