Chain Commands (quicktime event minigame)

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Started by mjshi 159 posts Page 3 of 8 View original ↗
  1. Hey there!^-^

    I really like your plugin, but I have one question.
    Can you add an option to configure the volume, pitch and pan of those sounds?
    upload_2018-4-19_8-18-11.png

    Cheers
  2. Empire_Kirby said:
    Hey there!^-^

    I really like your plugin, but I have one question.
    Can you add an option to configure the volume, pitch and pan of those sounds?
    View attachment 87745

    Cheers
    This is not too hard to do. I can provide a temporary method while we are waiting for an update (maybe) from @mjshi
    - Open the plugin in some softwares like notepad++ (To see the line) or something similar
    - Replace the codes from line 36 to 48 with this piece of codes:
    Code:
    * @param ---Sound Effects----
    *
    * @param Keypress SFX
    * @desc The sound to play when a correct button is pressed.
    * @default Cursor2
    *
    * @param Keypress Volume
    * @desc Volume of Keypress SFX.
    * @default 100
    *
    * @param Keypress Pitch
    * @desc Pitch of Keypress SFX.
    * @default 100
    *
    * @param Keypress Pan
    * @desc Pan of Keypress SFX.
    * @default 0
    *
    * @param Success SFX
    * @desc The sound to play when the sequence is complete.
    * @default Heal3
    *
    * @param Success Volume
    * @desc Volume of Success SFX.
    * @default 100
    *
    * @param Success Pitch
    * @desc Pitch of Success SFX.
    * @default 100
    *
    * @param Success Pan
    * @desc Pan of Success SFX.
    * @default 0
    *
    * @param Error SFX
    * @desc The sound to play when an incorrect button is pressed.
    * @default Blind
    *
    * @param Error Volume
    * @desc Volume of Error SFX.
    * @default 100
    *
    * @param Error Pitch
    * @desc Pitch of Error SFX.
    * @default 100
    *
    * @param Error Pan
    * @desc Pan of Error SFX.
    * @default 0
    - Move to line 241 to 245, carefully make an edit like this:
    Code:
    var soundFX = {
        keypress: {name: params["Keypress SFX"], pan: params["Keypress Pan"], pitch: params["Keypress Pitch"], volume: params["Keypress Volume"]},
        victory: {name: params["Success SFX"], pan: params["Success Pan"], pitch: params["Success Pitch"], volume: params["Success Volume"]},
        defeat: {name: params["Error SFX"], pan: params["Error Pan"], pitch: params["Error Pitch"], volume: params["Error Volume"]}
    }

    Haven't tested yet, but i believe it should work (as i have been toying with some plugins to implement my own plugin parameters) :cutesmile:
  3. @JamesRyan about making an edit on line 241 to 245, I copy the code and paste it within the lines. No result on volume, pitch, pan. I did replace the codes from line 36 to 48 accordingly.
  4. tale said:
    @JamesRyan about making an edit on line 241 to 245, I copy the code and paste it within the lines. No result on volume, pitch, pan. I did replace the codes from line 36 to 48 accordingly.
    Well, i will try to upload my edited plugin for you, but need permission from @mjshi first.
    And @mjshi, did i do anything wrong in my edited codes? I just want to save some of your time and help the others when possible :blush:
  5. @JamesRyan From the FAQ- anyone is free to edit, add to, and redistribute so long as you credit "mjshi" as the original author.
  6. I see. So here is the one. I changed nothing about the Author.
    Please remember to update your plugin in plugin manager :cutesmile: Hope it will work :blush:
  7. @tale, These forum links can get finicky-- it was a good idea to reupload it ^^ I was going to do it myself, but you've saved me the trouble.

    @JamesRyan You didn't do anything wrong, don't worry! And to clarify-- if you want to add stuff onto the author it's perfectly fine with me. So long as I'm mentioned in there somewhere as the original. Thanks for handling this-- I've been a bit busy and haven't really been able to respond as often as I'd like. Until I have the time to get an update of this out, I probably won't do anything for pitch, pan, etc. on the "official" version, so I'll link to your edit on the main post. Thanks again!
  8. @JamesRyan , @mjshi : I don't want to be the guy who's to find something to grouse about:rswt, but I recognized that it is possible to "success" and "fail" at the same time, but the chosen switch is triggered though.

    upload_2018-4-21_8-36-4.png

    I hope you are happy to know about it, so you can optimize this already great plugin!
  9. @Empire_Kirby That may actually be an issue with the original plugin... if you somehow manage to press the last button at the exact frame the timer runs out of time, that is xD

    I'll update a fix as soon as I can, and integrate JamesRyan's addition while I'm at it.
    @JamesRyan, would you like an acknowledgement in the help file?
  10. @mjshi Though it was just a little help, i'm very glad :) Thank you for that :D I'm also waiting for an official update from you, including the Swipe Input version :D
  11. update 1.1a
    - Fixed a bug where it was possible to lose and win at the same time. @Empire_Kirby This should hopefully fix it-- I've made it prioritize the timer over input. So the message that showed first (the one below) would be the "right" one.
    - Absorbed @JamesRyan's edits under SFX Customization, acknowledgment under parameter header
    - Made SwipeInput a separate addon rather than a different version-- it's easier to maintain this way, since most edits I've done haven't changed the core of Swipe Input at all. Updated the link in main post to direct to the addon instead of the separate version. Get it here: https://www.dropbox.com/s/aaae2t1dvxli3bc/ChainCommand_SwipeInputAddon.js?dl=1
  12. Hi, great plugin! I have a very noobish question.
    How do I make it so you get an item if you are successful with the buttons?
  13. @DewPaul You just have to put in a conditional after the plugin call.
    So in the parameters you can set your Default Switch ID, and that gets set to ON when the player wins. So after that plugin command call, you just put in a "if switch 1 (or whatever the ID is) is ON, give player x item" or such and such.

    And don't worry, all questions are welcome ^^ I should've probably had an example event attached to this page somewhere honestly.
  14. mjshi said:
    @yoshiyuki I've added a feature that lets you change the background image used.

    Just do:
    ChainCommand.bgImage = "bg"
    or
    ChainCommand.bgImage = "background2"

    to change the image displayed in the background. One possible way to use this to work around your video disappearing problem is to have a screenshot of the image from the video, and use that as the background image for Chain Commands. But really, since the scene is being changed there's not much I can do besides this, to keep the video on the screen.

    That said,
    update 1.1
    - Added ability to change the background with a script command call
    - Fixed a bug with the command save/remember stuff not being remembered across game saves

    (and don't worry, @JamesRyan , I updated the Swipe Input version this time too ^^)
    How can I change the background? I mean I've used the command chaincommand.bgimage = "bg" but I don't undersand what I've to put in "bg".
    The name of the picture that I want to appear as background? And where this picture should be? In the picture folder?
  15. @Koblas Substitute "bg" with "image" if your background image is called "image.png". So yeah, it's the name of the picture you want to appear, and this picture should be where all the other pictures for this plugin are, in img/chaincmd.
  16. mjshi said:
    @Koblas Substitute "bg" with "image" if your background image is called "image.png". So yeah, it's the name of the picture you want to appear, and this picture should be where all the other pictures for this plugin are, in img/chaincmd.
    Thanks I’ve fixed it. Anyway is there a way to use the command during a side view battle? I mean when I choose A picture as background, the background of the side view disappear. For example I have to show a picture during a fight, so I’ve chosen this picture as background with the script command: but in this way the side view background disappear
  17. @Koblas
    Are you using this as a quick time event thing in the middle of a battle? You have to do it before calling the plugin command, because the background isn't updated during the event.
  18. I
    mjshi said:
    @Koblas
    Are you using this as a quick time event thing in the middle of a battle? You have to do it before calling the plugin command, because the background isn't updated during the event.
    I’m using for a skill: if you complete the sequence you will be able to do the skill. The skill has a common event where a picture appears and every time you fail the sequence I’ve made a little animation with the pictures, but every time that the sequence starts the background disappear leaving the picture on the map tiles (so without the battle background ). Yes I’ve done it before the fight, and it works but I want to know if there is a way to fix the problem I described
  19. @Koblas If I understand correctly, you're saying that calling this causes your battle background to disappear? This wasn't really made for use in battle and so this is unsupported behavior. If you don't use the custom background, does the battle background still disappear?