RMMV Setting Up QABS

nebm

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Hi, I just downloaded the Mater QMV Plugin, and have started up a new project, I knew going into this project would be no easy feat, but after reading the Official set up Tutorial/Helpfile I felt more prepared than I truly am.

The first question is how do I get skills to work?

What I've already tried:
I've already set up a skill ID under the abs default key binding parameters,

["{\"Keyboard Input\":\"1\",\"Gamepad Input\":\"\",\"Rebind\":\"true\",\"Skill Id\":\"1\"}"]

I've assigned said skill to my character,

I've added the following note tags to skill comment box

<absSettings>
collider: [box],[29],[30]
inFront: [True]
</absSettings>

Results:
game will load, player can move like normal, but can not activate skill by pressing designated key "#1"

When Qabs skillbar plugin is installed I receive Error $gameSystem.absKeys is not a function.


Any Help regarding this issue would be greatly appreciated,
Thank You.
 
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Do you have the <absSettings>, <absSequence>, and <absOnDamage> tags of that skill set up as well? The skill will not work if you don't.
 

nebm

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So I Just added a couple of note tags inside the skill menu but it still hasn't made a difference,

Here's what I added


<absSettings>

collider: [box], [29], [30]

collides: [box]

infront: [True]

</absSettings>



<absSequence>

trigger

collider [show]

</absSequence>



<absOnDamage>

target move [Towards 5]

</absOnDamage>

Also I'm still getting An error with QABS skill bar which leads me to believe its something to do with the key bindings rather than the note tags.
 
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What order are your Qplugins in? What other plugins do you have in addition to the Qplugins?
 

nebm

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QPLUS
QUpdate

QMovement
QM+Collision Map
QInput + Remap
Qname Input
QTouch

QMap
QSprite
QAudio
Qspeed
QCamera
QYScale

QPathFind
QSight
QImport
QABS
Qskillbar
QABS Gauges

Most of these except for QMovement I've left as default
Also I am attempting my test map inside the demo project I am unsure if that'd make a difference or not
 

nebm

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Okay So I figured out why the skill key was unresponsive (I forgot the #), except now I'm getting a new Error when ever I press the #1 button

"Cannot read Property 'center' of null"
 
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This is the order I tend to have the Qplugins in, for my projects.
1601308192927.png
What does the error say? Can you attach a screenshot of the error in the console (f8)?
 

nebm

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Failed to load resource: net::ERR_FILE_NOT_FOUND
rpg_managers.js:1949 TypeError: Cannot read property 'center' of null
at Game_Player.Game_CharacterBase.makeSkillCollider (QABS.js:3228)
at Game_Player.Game_CharacterBase.makeSkill (QABS.js:3210)
at Game_Player.Game_CharacterBase.forceSkill (QABS.js:3186)
at Game_Player.Game_CharacterBase.useSkill (QABS.js:3166)
at Game_Player.updateABSInput (QABS.js:3375)
at Game_Player.updateABS (QABS.js:3358)
at Game_Player.Game_CharacterBase.update (QABS.js:3099)
at Game_Player.update (QMovement.js:3401)
at Game_Player.into.update (QPlus.js:484)
at Scene_Map.updateMain (rpg_scenes.js:609)
SceneManager.catchException @ rpg_managers.js:1949


These are the Error details
 
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(By the way, if you're on Win10 you can do Win+Shift+S to quickly grab a screenshot)
Ah, I think I might see why it's acting up. You've got the numbers for the collider in square brackets, it's just supposed to be like this:
collider: box, 29, 30
Same goes for all the other things, you're not actually supposed to put the square brackets in. That's how tags work in Qplugins, the square brackets are just to show that you put in a value of your choice.
You're also using the "collides" tag wrong, it's not referring to the shape, it's referring to the collider type.
#### collides:
* * Set this to which collider type to check for against skill hit. If you
* want to use a custom collider, use the `<colliders></colliders>` tag
* * Default: collision
For built-in types that'd be "collides: collision" or "collides: interaction". I'm not sure what it means by using the <colliders></colliders> tag, even reading through the code it doesn't answer that question from what I can tell.
Try this:
<absSettings>
collider: box, 29, 30
collides: collision
infront: true
</absSettings>
<absSequence>
trigger
collider show
</absSequence>
<absOnDamage>
target move towards 5
</absOnDamage>
 

nebm

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Omg I feel so Dumb so now, I've attempted moving around the brackets several times, but at no pint did I ever think to remove them completely. Thank you so much for you're time and Patients. and next time I'll try to be more thorough with my trouble shooting before I decide to post a problem.
 

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