@Darniela Did you try going here, then right-clicking "save as" ChainCommand.js? Sometimes plugins are sensitive to name changes or stuff. You could also try running this plugin in a new project and seeing if you can launch it there, if you can it might be a compatibility issue with something else you have. If it still doesn't work, wost-case zip up your project files, upload them to dropbox or something, then PM me the link. I'll try to to investigate.
Chain Commands (quicktime event minigame)
● ARCHIVED · READ-ONLY
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Hey @mjshi ! I love this plugin, but I can't get it to work. I get a screen saying "Syntax Error. Unexpected Identifier". Is this something you have encountered? o_O I am clueless! It would be super helpful if you had like a demo/project that I can look at and see where I'm doing stuff wrong :3
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@Darniela Did you try going here, then right-clicking "save as" ChainCommand.js? Sometimes plugins are sensitive to name changes or stuff. You could also try running this plugin in a new project and seeing if you can launch it there, if you can it might be a compatibility issue with something else you have. If it still doesn't work, wost-case zip up your project files, upload them to dropbox or something, then PM me the link. I'll try to to investigate.
It works! The problem was that I had renamed the plugin - I added "mjshi" to the title so I wouldn't forget to mention you in the credits. I had done the same with your "ConditionalBranch+" (a pretty neat thing btw) and it worked fine so I didn't expect renaming to be the cause. Thank you so much for your help and keep up the good work :wub:wub -
This has resulted in some improvements in a hidden function of my game which I've been meaning to do for awhile, and can help with more than QTE sequencing if done properly. I'm not yet done with this aspect (in fact, I literally just implemented this!) but this plugin can do some interesting things beyond its stated purpose.
For example, here's a classic combo that you can do by adding menu to the list of accepted inputs:
ChainCommand 400 up,up,down,down,left,right,left,right,cancel,ok,menu
(Ten guesses what that is.)
Don't forget to create an icon to represent the menu input if you do this. Named accordingly, of course.
Now I'm gonna see if I can insert code for a hidden sequence event, so that I can more effectively seal the deal for the ultimate secret.
EDIT: A bit tricky for the intended mode change so for now I made a "part two" which contains modified portions of the base code and a hidemode-specific image to do everything the base version does but without the visual feedback. -
@BreakerZero Always good to hear what people are doing with my stuff, thanks for sharing!
@Panthus Apologies on the late reply, if you're still stuck on that same problem free to PM me and I'll try to help you out! -
@mjshi, I would love to see a battle-specific use for this excellent plugin. I had a bunch of QTE skills made with SRD's Arrow Timed Attack Sequence, but that plugin seems to have broken since I updated MV past V1.5.x. ;_; Would this need to be commissioned?
(I did try to do this by using the ChainCmd plugin command in a common event, and then call it within the skill using Yanfly's Action Sequences, but as another poster mentioned, it doesn't quite work as well as on the map). -
Yes, probably. It would require some significant rewriting of the plugin as-is. I'd look into combo skill plugins if I were you, they're close enough to be substitutes.Would this need to be commissioned?
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Yes, probably. It would require some significant rewriting of the plugin as-is. I'd look into combo skill plugins if I were you, they're close enough to be substitutes.
Sure, I figured it wouldn't be easy. Thanks for the tip, and thanks for the great plugin! I will still be using it for a lot of map events in my game. -
Hello again,
I'm having trouble changing the background in the minigame. I tried two approaches:
1) doesn't work at all2) turns on the mini game with the default backgroundcombined plugin commandsI'm at my wit's end even though I bet this issue has a very easy solution :D Can anybody help the noob out?separate
EDIT: this is the customized background (for my language acquisiton game), it's in the img/chaincmd folderbackground2 -
@Darniela Don't have it be a plugin command, use a script command! It should be around the same area in the event commands box. Otherwise you're doing it correctly c:
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IT WORKS!!! Thank you so much, you are amazing :wub:wub@Darniela Don't have it be a plugin command, use a script command! It should be around the same area in the event commands box. Otherwise you're doing it correctly c:
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No problem, glad I could help c:
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Can someone run me through the event page set-up ?
A basic sc will be plenty as I plan on doing a swimming mini-game using this plugin.
Thinking
Command
Player swims a few tiles
Command
Etc. -
For each "Command" event:
(On Player Touch)
Code:Plugin command: ChainCommand auto [sequence] If win switch is on: erase event Else: [player drowns/starts over?]
so you'd have like 3 or 4 of these events and place them in a line in front of the player or something. -
Omg the player can drown then ahaha
But thanks for the fast reply, I'll see how I go then :) -
Could I somehow change the default font, or even replace it by images? It looks quite bad in full screen (1920x1080).
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Could I somehow change the default font, or even replace it by images? It looks quite bad in full screen (1920x1080).
I'm not 100% sure what you're asking about, because there are no fonts or any text in this plugin. You can replace the default images in the img/chaincmd folder with your own and scale those up if that's what you're asking. -
Hey mjshi. I was pleasantly surprised to see that you're still offering some support for this plugin!
I've actually run into a bit of an issue regarding FPS (frames-per-second).
It seems that with people running at 144Mhz, your plugin is actually 2.4x~ faster.
If their setup runs at 60 FPS natively, then your plugin is fine, but a lot of people are running at 144 FPS (or somewhere around) these days and the speed of your plugin increases along with it, which means that in order to fix it, I have to make it so people running with 60 FPS have a very easy time and people playing at 144 FPS have the expected difficulty as intended.
Is there any way to FPS lock your plugin to one or the other? -
@Crysillion Don't worry, I plan to keep supporting my small library of code as long as I can :)
That's actually a really interesting problem to be running into!
Does pressing F2 show > 60 FPS? Does the game itself run any faster on a 60Hz monitor vs a 144Hz one (do animations appear any faster?) If so, according to this thread, the MV version the project's running on might be related to the issue. Or is it only Chain Command?
Also, does this plugin affect how it behaves at all? If you're willing to cap at 60 frames, this plugin seems to maybe fix that, but otherwise I'm totally down to try to work out this bug with you. I don't own any 144Hz monitors to test this on, unfortunately, so I might have to pass test projects back and forth with you, if you want to take this to PM's. -
Oh, you're right. Thanks!I'm not 100% sure what you're asking about, because there are no fonts or any text in this plugin. You can replace the default images in the img/chaincmd folder with your own and scale those up if that's what you're asking.