Chain Commands (quicktime event minigame)

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Started by mjshi 159 posts Page 7 of 8 View original ↗
  1. @destro0419 it might to be working on MZ if you use FOSSIL, but I believe
    DK made a plugin and a patch as well to be working for it.
  2. I have my doubts on that, @destro0419. Seeing as there are so many rendering differences between MV and MZ it's not as easy as simply using existing plugins if graphical resources are involved.

    EDIT: As @ShadowDragon noted, a patch may work as well if tested. That said, I would personally prefer to hold out for a version with native compatibility.
  3. Yeah, I'm personally holding out until MZ goes on a steep enough sale that I can justify buying it (since I don't plan on developing a game with MZ). Until then, plugins may or may not work, depending on how they were coded.
  4. I tested this one with FOSSIL so (barring weird conflicts with other plugins) it should work for you as well.

    And of course mjshi should feel free to use fossil as a resource for making a native port.
  5. I find this plugin extremely helpful and I'm using it for my project! However, I have to ask if there's a way to make it so the other buttons aren't shown until it's their time to press them.

    Like if you have to press the up button in a sequence, the down button wouldn't show up until after you've pressed up first.

    I hope that makes sense.
  6. StaciaStay said:
    I find this plugin extremely helpful and I'm using it for my project! However, I have to ask if there's a way to make it so the other buttons aren't shown until it's their time to press them.

    Like if you have to press the up button in a sequence, the down button wouldn't show up until after you've pressed up first.

    I hope that makes sense.

    chain command is a wrapped plugin, so you'll need to stick this inside the plugin itself
    Code:
    //edit to make buttons appear when needed
    Scene_ChainCommand.prototype.updateButtons = function() {
        this.index++;
        if (this.index > this.sequence.length - 1) return;
    
        AudioManager.playSe(soundFX.keypress);
        for (var i = 0; i < this.buttons.length; i++) {
            this.buttons[i].x -= button.width + button.spacing;
            if (i > this.index) this.buttons[i].opacity = 0
            if (i < this.index) this.buttons[i].opacity = 255 - (this.index - i) * 40;
        }
    };
  7. I am trying to make it where every time the player successfully presses one of the keys in the chain sequence; it activates a separate switch (different from the plugin switch). How would I go about this? Thank you.

    [SOLVED] I found a way to make this happen without altering anything in the plugin.
  8. sorry to ask this question
    But does it work with RPG maker VX Ace?
  9. @Morganibus this doesn't work in VX Ace, as VX Aces uses RGSS or ruby?
    and this is javascript, so 2 compleet different languages and therefore,
    it wont work.
  10. How can I change the time limit? I change the default of Time per key, but it didn't work.
  11. i know im a bit late to this, but does this work in rpg maker MZ? xd
  12. honestly i do not understand how to install this, im very new to rmmz so i dont get anything, i just click where it says to download and it takes me to github or something, i am not sure what to do lol
  13. nvm i installed it lol, now i dont know how to or where to put it in the files for it to work, i just got a folder named chaincmd, what should i do with it? (im so sorry i just dont understand much about any of this)
  14. @gerardarthurway3 there is also a folder with the images (base) which you
    can customize for your own game to fit nicely.

    the cmd goes on the main root of the game where you see pictures, img, tilesets etc.
    and it will take it from there.

    read the helpfile carefully though, but I dont know if it will work in MZ.
    as they draw pictures differently.
  15. ShadowDragon said:
    @gerardarthurway3 there is also a folder with the images (base) which you
    can customize for your own game to fit nicely.

    the cmd goes on the main root of the game where you see pictures, img, tilesets etc.
    and it will take it from there.

    read the helpfile carefully though, but I dont know if it will work in MZ.
    as they draw pictures differently.
    thank you very much, ill test it now on mz to see if it works, but thanks!!! :)
  16. I am new here, who can provide an example to a project please, sorry, I do not know how to use it
  17. Hi, please use English on these forums. Thanks.

    Sachio said:
    我是新手,有人可以提供项目示例吗,对不起,我自己不能使用它:RSAD:
    "I'm new to this, can someone provide an example project, sorry I can't use it myself :RSAD:"
  18. Shaz said:
    Hi, please use English on these forums. Thanks.


    "I'm new to this, can someone provide an example project, sorry I can't use it myself :RSAD:"
    i am sorry, i have already changed that(QAQ)
  19. I solved my problem myself with constant trying, thanks to your plugin! It's fantastic!