Chain Commands (quicktime event minigame)

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Started by mjshi 159 posts Page 4 of 8 View original ↗
  1. mjshi said:
    @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?
    Yes. It disappear and leave the imagine of the map. Is there a way to setup the plugin to not have a particolar window where buttons for the sequence appear ?
  2. Hello~ I did run into a small problem,
    is there anything known about an (incompatibility?) issue,
    that causes that one can't reposition the buttons on x and y?

    I'm able to reposition both the time bar and the cursor, but the buttons just will stay default to the center of the screen, no matter what....
    Which is totally weird.

    EDIT: I'm using v1.1a

    Thanks! <3
  3. Thank you very much for the quick reply and fix! :kaojoy:
    It works now. Another minor issue I came across is that sometimes, even if you set the pause timer to 0, the success picture overlay will show up.
    But it seems pretty random, as most of the time it actually does not and that's a thing that can be avoided by replacing it with an empty image, haha XD

    Have a great day @mjshi amd thanks for the lovely plugin! :3
  4. Is it possible to make the screen shake while the player is playing the minigame?

    I want to play a sound effect, while the player is inputting the keys is that possible? So far, when the chain command starts, it stops the noise until completion of the inputs.

    Edit- Never mind. Although, I never got the SE to play, if you make the SE a BGM, you can have the BGM fade out as soon as you finish the minigame. Still never got the shaking to continue while playing the minigame.
  5. @hoffman.sama That's not currently possible with the vanilla plugin. You could probably add in a

    Code:
     AudioManager.playSe( { name: filename, volume: n, pitch: n, pan: n } );

    somewhere, probably under

    Code:
    Scene_ChainCommand.prototype.create = function() {
        Scene_Base.prototype.create.call(this);
        this.createBackground();
        this.createTimerBar();
        this.createSequence();
    // maybe add below here?
  6. @mjshi This plugin is amazing, I just have one question.

    Can this be used in battle at all?

    Specifically, can I have a battle move require a button combination, and then if failure happens one thing occurs, but if success happens then something else occurs?
  7. @CalebW Not really, but if you have a skill be something that calls a common event and have a conditional branch in that you could run the skill if you succeed or do nothing if you fail, maybe. This is mostly intended for map events though.
  8. CalebW said:
    @mjshi This plugin is amazing, I just have one question.

    Can this be used in battle at all?

    Specifically, can I have a battle move require a button combination, and then if failure happens one thing occurs, but if success happens then something else occurs?
    The swipe input from Srd can be used in battle! But not sure of the design of it.
    Check the video and you have a good preview.
  9. Thank you both @mjshi and @Eliaquim I love the Idea of a common event. But for the mobile side maybe have that swipe input. Conditional branch seems like the most effective option as that gives multiple paths to what could happen. Love it, thank you again.
  10. Hi there!
    I have a issue. I use the Yep_Keyboardconfig.js to put the S and A to work.
    I manage them to work when i edit your plugin and change the default letters for "ok"(Z) and "cancel"(X) to A and S, respectively.
    But if i not change them, i cannot make it.
    I also tried with a personal edit of the keymapper of core codes of rpg maker, but no success to. There are a thing that i'm doing wrong?
    Here my setup:
    P6SUNxP.png
    Because i want to implement a Gamepad to. So add A and S for mobile controls and keyboard. But for gamepad i want to add A and B(xbox controller). But i can't make the change work =/
  11. @Eliaquim I think by default gamepads already use A and B as OK and cancel (though this might depend on the plugin you're using to get gamepad input-- not sure if MV supports it by default), so you might not need to edit that. Is your problem that you can't initialize a chain command with s and a? You might have to add images for them into the chaincmd images folder.
  12. mjshi said:
    @Eliaquim I think by default gamepads already use A and B as OK and cancel (though this might depend on the plugin you're using to get gamepad input-- not sure if MV supports it by default), so you might not need to edit that. Is your problem that you can't initialize a chain command with s and a? You might have to add images for them into the chaincmd images folder.
    Yes i know the gamepad work this way you are saying. If i put cancel and ok in the chain command and put the respectively letters in there, and rename it to ok and cancel it works.
    My problem is that i want to add S and A in the chain command.
    I can do that. I put the images of S and A and rename it to OK and CANCEL. It works on keyboard and for the buttons on the screen for mobile.
    However, if i using a gamepad, i would like to show A and B image for the player who are using the joystick.
    Of course i will make another chain command to show A and B instead of S and A.
    Because the player can be confused seeing A and S instead of B and A of the joystick.
    But i can only add one image for OK and CANCEL.
    SO i would like to attach the image:
    A - OK (joystick)
    B - CANCEL (joystick)
    A - OK (keyboard and mobile)
    S - CANCEL (keyboard and mobile)
    See if you understand now, sorry for bad english.
    About the plugin, i tried to use one from yanfly. But not work as i want, so i edited the rpg core key mapper myself, but doens't work to.
    If i can attach the joystick buttons to work as ok and cancel AND the keyboard buttons to work as A and S it will be ok! ^^
  13. Hey, thank you for your plugin. It is awesome.

    I use it in battle (with common event). It works fine but all the graphics (HUD and enemies) dissapear during the minigame, I only see the background.
    Is it possible to stop this from happening?
  14. @Deduu Not really in the vanilla version, since this is meant for map events and not battle events, so it'll always "quit" to the map to run the minigame before resuming battle.
  15. Alright. Thank you for your answer!
  16. Hello,
    Is there a noob-proof tutorial for this plugin anywhere? I followed all the instructions written in the plugin help section and yet somehow I managed to fail nevertheless (I can't even run the mimigame, it simply won't start). I'm sure it must be due to some elementary mistake on my side - I'm more or less still a beginner. I read the whole thread and came to realize this plugin might be a little too advanced for me ...but I really need this exact minigame in my project. I'm making a game for my Bc thesis on linguistics and this is one of the tasks necessary to elicitate the language acquisition. If any of you could either help me or direct me to the aforementioned tutorial (that I couldn't find anywhere), that would help me a lot!
    Thank you for your time :wub
  17. @Darniela Hi! I'd be more than willing to see if I could ya out with this.
    The minimal working setup is:
    1. Download ChainCommand.js and assets.zip
    2. Copy over the "chaincmd" folder inside assets.zip into your game's "img" folder
    3. Read through the help file, and set up an event that is basically:
    Script call: ChainCommand auto x,z,left,right,x,x,z
    If Switch (default switch ID) is ON: // this means the player succeeded
    -- give them all that loot
    Else // this means the player sucks at quicktime events
    -- say "Tough luck, try again next time!"
    End

    It may also help to look at the video at around 1:13 in.
  18. mjshi said:
    @Darniela Hi! I'd be more than willing to see if I could ya out with this.
    The minimal working setup is:
    1. Download ChainCommand.js and assets.zip
    2. Copy over the "chaincmd" folder inside assets.zip into your game's "img" folder
    3. Read through the help file, and set up an event that is basically:
    Script call: ChainCommand auto x,z,left,right,x,x,z
    If Switch (default switch ID) is ON: // this means the player succeeded
    -- give them all that loot
    Else // this means the player sucks at quicktime events
    -- say "Tough luck, try again next time!"
    End

    It may also help to look at the video at around 1:13 in.

    Hello mjshi,
    Thank you so much for replying, your plugins are fantastic! I checked everything based on your instructions and still didn't find the error :/ The graphic is in the right folder (/img/chaincmd), the event is very similar to that one in the video (only it doesn't have any audio effects yet). I even tried putting the plugin on the top of the plugin list. This is what my event looks like:
    Event
    Untitled.png
    I changed the variable in the plugin settings so 0004 is correct. Anyway thanks for the help, I'll keep trying to figure out the issue :)