Chain Commands (quicktime event minigame)

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Started by mjshi 159 posts Page 8 of 8 View original ↗
  1. mjshi said:

    Chain Commands v1.1b
    by mjshi- OK for use in all projects with credit

    Get it here!
    JamesRyan's edit, which allows for volume/pitch/pan customization, here!

    Make the player scramble to press a bunch of keys before time runs out.
    Inspired by MOGHunter's Chain Commands for VX Ace.
    Commissioned by the wonderful Luiz Mendonça Junior of these very forums.

    Features
    - Mash keys to unlock stuff!
    - Elegant black-and-white graphics!
    - Optional automatically calculated timing
    - Randomize your sequences with the random:X feature!
    - Set certain sequences to specific trigger words and recall them to avoid typing too much!

    Make sure that the assets are placed in the correct folders! Otherwise, this minigame will not run.

    Some settings may cause compatibility issues with Irina's performance upgrade plugin.

    Video Demo



    Addons
    Swipe Input Addon

    Alternate Graphics - download here
    Thanks to @Zael for creating these!
    Full credit information available in the zip file.

    JtC5n6x.png

    Version History
    1.0 plugin released
    1.0a bugfixes

    Credit
    mjshi

    The first link doesn't work
  2. Is it possible to control the time (either the default time or the time entered into then plugin command) with a variable?
  3. I actually solved my own question using my extremely limited powers of JS!

    First, the reason why I initially asked this question was because I wanted to create items in the game which could make the minigame easier / harder based on how quick the timer is. So, for instance, at the start of the game puzzles might take their standard 360 frames (this is the default value the plugin sets, which is ~ 6 seconds). However, the player might come across an item that reduces / increases the time of solving puzzles. Thus I wanted an easy way to control the time of the puzzle using a variable.

    So I created a variable in the game (in my case I used Variable 9) and then I went into the plugin itself and changed line 498 from:

    ChainCommand.time = defaultTime;

    to:

    ChainCommand.time = $gameVariables.value(9);

    And now I can change the default time of the timer based on a variable.

    What works best from me is loading Variable 9 at the start of the game, and then when I create items that can affect the speed of the minigame, I adjust Variable 9 by adding or subtracting from the number, such as '#0009 Speed Variable -= 50' if I want to reduce the speed by 50, or '#0009 Speed Variable += 250' if I want to increase the time by 250.

    Anyway, I hope this might help someone out if they're using the plugin and want a little extra control over how it runs.
  4. SO sorry to disturb, but is there a way to make it so it's like some sort of DDR? Like if the player miss one button, it keeps going anyway? I kind of want to do a DDR system for my game, and I was wondering if that was possible. I also want it to be the way it already is in the future, so I can try to make puzzles, but I also want the DDR system :((

    Am I asking too much?
  5. Hello! Wonderful plugin!
    Is there any possibility of changing the X and Y position of this plugin by calling a plugin/script? Thanks
  6. Hello, this is a really cool plugin,
    is it possible for it to work without it pausing time? Cuz if so, you could use this to make a dancing game via changing your character image before hand and using your turn-in-place command.
    dance.gif1dance.gif
  7. It seems the asset zips are protected by a password. I've trawled this thread and looked through mjshi's website but can't find what the password can be.

    The ones I'm trying to open are the 'alternate-assets.rar' and 'assets.zip'
    RPGMakerRepo/ChainCommand at master · mjshi/RPGMakerRepo
  8. Sarah_yt said:
    It seems the asset zips are protected by a password. I've trawled this thread and looked through mjshi's website but can't find what the password can be.

    The ones I'm trying to open are the 'alternate-assets.rar' and 'assets.zip'
    RPGMakerRepo/ChainCommand at master · mjshi/RPGMakerRepo
    I just downloaded them, there is no password. Not sure what is happening on your end.
  9. Oh that's weird, I redownloaded and now it's working. *facepalm* thanks for checking and confirming anyway :D
  10. Any way to remove the blur added by ChainCommand?
  11. Is there any known way to prevent the background pausing?
  12. This might be a long shot getting support for this, but I've been struggling with it for a few days now. The conditional branch isn't working, it uses the else statement no matter what I've done. I've tried changing the ID, with a name, without a name, with a #, without a #. I'm not sure what's going on.. The only thing I can think of is maybe the Plugin Command is wrong?
  13. FargothR34 said:
    This might be a long shot getting support for this, but I've been struggling with it for a few days now. The conditional branch isn't working, it uses the else statement no matter what I've done. I've tried changing the ID, with a name, without a name, with a #, without a #. I'm not sure what's going on.. The only thing I can think of is maybe the Plugin Command is wrong?
    it may not work as you use a LOOP inside an AUTORUN.

    Autorun and parallels are loops, so don't loop again, so remove the loop
    and use SelfSwitch where you set "break loop" and do what needed there.
  14. ShadowDragon said:
    it may not work as you use a LOOP inside an AUTORUN.

    Autorun and parallels are loops, so don't loop again, so remove the loop
    and use SelfSwitch where you set "break loop" and do what needed there.
    Thanks for the response. It's a boss fight and I wasn't able to get the attacks to loop despite the autorun without the loop command. Even without the loops the conditional statement wasn't working, it was using the else even though the switch was on (or supposed to be.)

    Just tried changing autorun to action button and loop is not the issue. I think it's something to do with the conditions.
  15. I don't know all the plugin commands, but while you check on the switch,
    did you even activate that switch 25? as its not on page 2.
  16. ShadowDragon said:
    I don't know all the plugin commands, but while you check on the switch,
    did you even activate that switch 25? as its not on page 2.
    The switch 25 is activated by success of the quick time event. 25 is the assigned switch input into the plug in as "default".

    The issue seemed to actually be from the "Plugin Command" itself. I took out the remember and recall and it seems to be working now. I'm not sure what was wrong with it. Maybe the order? The plug in help doesn't really go over it much. I might test out all the different commands and post back here in case someone else has issues with it.
  17. you show choices attack #1, which is not switch 25, neither is the plugin command.
    if that plugin command does trigger to activate 25, where is that set?

    what I see, there is no switch 25 => result false.
  18. ShadowDragon said:
    you show choices attack #1, which is not switch 25, neither is the plugin command.
    if that plugin command does trigger to activate 25, where is that set?

    what I see, there is no switch 25 => result false.
    Can you show me an example that doesn't make any sense for how the plugin is supposed to work? At least according to the video on the website. I haven't been able to find any more information about it.

    -success of the chain command turns on switch 25
    - if switch 25 is on (which turns on after success of the chain command) hit
    -else, miss

    I'm not sure if you've used the plug in, but the switch is set within the plug in settings.
  19. FargothR34 said:
    I'm not sure if you've used the plug in, but the switch is set within the plug in settings.
    I only test the base normal way, not the plugin command you did.
    but it doesn't say "switch 25 ON" or how you configure it.

    reading the plugin, it does activate switch 25 IF its configured inside
    the plugin parameter which isn't visible.

    but I didn't use all plugin command before, so I don't know, but reading
    the plugin command:

    ChainCommand remember trigger time switch sequence

    trigger = boss
    time = auto => never used in the plugin, so I don't know if this is broken
    or removed, so the helpfile on this part is confusing

    switch can be set to 25 and random:10

    ChainCommand remember boss 300 25 random:10

    this should work or

    ChainCommand remember boss auto 25 random:10
    ChainCommand remember boss N 25 random:10

    both should work, as the NaN can be anyString so it doesn't has to be "auto"
    as long its a non-numberic value.

    so try to include the switch ID here as it may be required in the remember sequence.