I am trying to write the command but it doesn't seem to run? I put the graphic folder in img folder and also tried the commands which were written in the youtube video (Since the help file didn't have any help written in it) but it doesn't wanna run? I also tried taking the plugin on a different list. but still the same chase
it could be me which is stupid here. but may I get some help on how to set up the plugin commands?
Chain Commands (quicktime event minigame)
● ARCHIVED · READ-ONLY
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@Noova_art If instructions wasn't direct-
Extract assets folder, take the folder inside called "chaincmd"
and move chaincmd to the img/ directory. (in your project folder)

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Thank you so much for helping me c: it turns out that I saved it wrong :p@Noova_art If instructions wasn't direct-
Extract assets folder, take the folder inside called "chaincmd"
and move chaincmd to the img/ directory. (in your project folder)
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Hey, I was wondering how do I make a life or death quick time event which if failed kills the player?
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Hello, I installed your plugin, but I have one issue regarding the map.
When I enter the minigame for ChainCommands, the world (ie the sprites in the background and all moving parts like images and animations are paused until the ChainCommands plugin call is completed. Is there any way to allow the game to continue running in the background while your plugin is active on screen? -
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To MZ? I might in the future but I don't currently own the newest engine. This one's definitely on my list though!
To @Dapaz and @Shwinnikus, sorry for the late reply! I sometimes don't get emailed about some forum posts, not sure why. You probably don't need an answer anymore but I'll just respond for posterity.
Dapaz, making a life or death quicktime event would just be checking the switch to see if the player won, and if not, showing a game over.
And Shwinnikus, not currently, no. Chain Commands currently isn't implemented as a map overlay so it pauses the game. I might change that in the future ... -
Hey @mjshi thanks for the plugin.
Just want to make you aware that it appears to be incompatible with Irina's performance upgrade.
Specifically the "Blur Menu Background" function. Setting it to true causes the following error:
Code:TypeError: value.addLoadListener is not a function at Sprite.set (rpg_core.js:3998) at Sprite.initialize (rpg_core.js:3976) at Sprite.initialize (SAN_ShaderFilter.js:499) at new Sprite (rpg_core.js:3944) at Scene_ChainCommand.createBackground (ChainCommand.js:303) at Scene_ChainCommand.create (ChainCommand.js:297) at Function.SceneManager.changeScene (rpg_managers.js:2005) at Function.SceneManager.updateMain (rpg_managers.js:1982) at Function.SceneManager.update (rpg_managers.js:1907)
Turning off the Blur Menu Background function allows it to work perfectly, however.
This isn't a big deal for me, but I just wanted to give you a heads up. Thanks again. :) -
Hey @mjshi thanks for the plugin.
Just want to make you aware that it appears to be incompatible with Irina's performance upgrade.
Specifically the "Blur Menu Background" function. Setting it to true causes the following error:
Code:TypeError: value.addLoadListener is not a function at Sprite.set (rpg_core.js:3998) at Sprite.initialize (rpg_core.js:3976) at Sprite.initialize (SAN_ShaderFilter.js:499) at new Sprite (rpg_core.js:3944) at Scene_ChainCommand.createBackground (ChainCommand.js:303) at Scene_ChainCommand.create (ChainCommand.js:297) at Function.SceneManager.changeScene (rpg_managers.js:2005) at Function.SceneManager.updateMain (rpg_managers.js:1982) at Function.SceneManager.update (rpg_managers.js:1907)
Turning off the Blur Menu Background function allows it to work perfectly, however.
This isn't a big deal for me, but I just wanted to give you a heads up. Thanks again. :)
Thanks for the heads up! I'll try to look into this, in the meantime I'll add a warning about it to the main post. -
I love your plugin mjshi but is it possible to use it in a battle like chain active skills?
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I love your plugin mjshi but is it possible to use it in a battle like chain active skills?
Glad you like it! Unfortunately not, but that's definitely something I'll consider adding in the future (but it'd likely only be for common events). -
This is great, exactly what I needed to implement my hacking minigame, thanks mjshi!
I have one question about a potential future feature, which is would it be possible w/o too much extra work on your part to add the option to generate a sequence of x inputs long rather than manually coding in the correct sequence? The ability to randomize the input required (w/o changing the length of the input or the time allowed) would make allowing "retries" (for any application) more feasible, as each attempt wouldn't help one memorize the sequence for the next attempt, if that makes any sense.
EDIT: okay I just saw this in the OP
and now I feel dumb asking for something you already did, I must just have an earlier version w/o that option.- Randomize your sequences with the random:X feature!
EDIT 2: nope I was even dumber than I thought it's right there in the documentation of the version I have and I missed it somehow orz -
This is great, exactly what I needed to implement my hacking minigame, thanks mjshi!
I have one question about a potential future feature, which is would it be possible w/o too much extra work on your part to add the option to generate a sequence of x inputs long rather than manually coding in the correct sequence? The ability to randomize the input required (w/o changing the length of the input or the time allowed) would make allowing "retries" (for any application) more feasible, as each attempt wouldn't help one memorize the sequence for the next attempt, if that makes any sense.
EDIT: okay I just saw this in the OP
and now I feel dumb asking for something you already did, I must just have an earlier version w/o that option.
EDIT 2: nope I was even dumber than I thought it's right there in the documentation of the version I have and I missed it somehow orz
No worries, glad you figured it out! Reading is hard xD -
Hmm, okay, it doesn't seem to want to work at all now. Which implies it was working for me before, which it wasn't, I was just assuming it would. I've tried moving into a blank project and it's not working there either. Question on the documentation because it's the only guess I've got left at what's going wrong (and I'll test it after this then edit this post): it says
"Installation: Extract the included folder to the img/ directory."
but immediately below that it says
"There are some additional files in the img/chaincmd/templates folder that you can either delete or use for whatever you want."
Now I put my assets in a folder called chaincmd in the image directory, should they instead go in a subfolder called templates inside the chaincmd folder? Lemme see if that fixes the issue...
edit: yeah that did not fix it...here's the test project. tried it w/ the assets inside the chaincmd folder inside of the img/ directory and w/ the assets inside a folder called templates inside that folder, neither one will work.
*scratches head* -
Hmm, okay, it doesn't seem to want to work at all now. Which implies it was working for me before, which it wasn't, I was just assuming it would. I've tried moving into a blank project and it's not working there either. Question on the documentation because it's the only guess I've got left at what's going wrong (and I'll test it after this then edit this post): it says
"Installation: Extract the included folder to the img/ directory."
but immediately below that it says
"There are some additional files in the img/chaincmd/templates folder that you can either delete or use for whatever you want."
Now I put my assets in a folder called chaincmd in the image directory, should they instead go in a subfolder called templates inside the chaincmd folder? Lemme see if that fixes the issue...
edit: yeah that did not fix it...here's the test project. tried it w/ the assets inside the chaincmd folder inside of the img/ directory and w/ the assets inside a folder called templates inside that folder, neither one will work.
View attachment 175554
*scratches head*
The chaincmd folder should be extracted to img/, however there are extra included files in chaincmd/templates if you want to customize the look of the quicktime event (ex, reskin buttons etc). They aren't necessary to run the plug-in though so you can delete them to save disk space.
Also, make sure you don't rename the plug-in file! The original name is needed so the plug-in is able to read your parameters. -
ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh. wow, what a difference a space makes!
Is this the case w/ all plugins, though? I feel like I would have noticed if it was, but maybe not! I'm not in the habit of renaming plugins--in this case I initially downloaded the plugin wrong (possibly as a text file or something it was on my laptop where I don't have notepad++ installed for some reason) and renamed it so I'd know which was which.
Anyway thanks again for troubleshooting my dumbness! lol. Works great now. -
I tryed installing it, I put the plugin in, I put the assets into the right folder and still doesnt work. When I try to call the minigame with plugin command nothing happens and it just skipps it
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might be a little late but I had an issue getting this plugin to work as well. I downloaded the .js file and assets from github and all went into the correct folders.
however, when implementing the plugin, there were a lot of other 'weird' little code command things and, having very little experience with this, thought nothing of it at first. it now dawned on me that for some reason, despite downloading and saving the file as .js, it actually somehow made it into a html format. checked the plugin with notepad++ and it showed thousands of lines, rather than the advertised 500+ or so.
I just downloaded the directory as a zip file, extracted the chain command .js into my folder again, and upon re-implementing it, it now it looks like a proper plugin with helpfile and parameters etc., it also works in-game ^^ so no idea why it's doing html or if I'm just too silly to use github properly but thought it might help some other folks..oh, and fantastic plugin mjshi, thanks a lot! :) -
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I Hope This Plug In Is Working On RPG MAKER MZ Too... :(
Do You Have a Plan to Make This Working On MZ Too??