Please send me a screenshot of your plugin parameters.
It seems to be crashing when trying to eval your icon array parameter so something fishy must be going on in there.
I'm still looking into the action sequence crashing. It doesn't look good for now, as it seems to be an interaction between my plugin and yanfly's but I can't find where they overlap.
Quick Time Events (R2 26/11)
● ARCHIVED · READ-ONLY
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Please send me a screenshot of your plugin parameters.
It seems to be crashing when trying to eval your icon array parameter so something fishy must be going on in there.
I'm still looking into the action sequence crashing. It doesn't look good for now, as it seems to be an interaction between my plugin and yanfly's but I can't find where they overlap.
You got it! I'll send over all the screen shots I have. Including how it is working but not showing anything anymore. If I can do anything to help test this, please let me know. I will send over the plugins I have and whatever you need. -
Yeah, it's just like I thought You have put a wrong datatype into the parameters.
This plugins draws icon from your iconset to use as a way to display QTE inputs.
You're going to have to make or find icons for arrows and buttons you'd like to use, put them into your iconset and then reference their index in the plugin parameters.
Here's how it should look like.

No news about action sequences not working properly. Still have no idea what causes it.
Spoiler'd below is my very ugly template iconset for testing purposes.
Spoiler
Indexes start from 0 for the first empty space. You can find the iconindex without having to count by going into any window that has you choosing an icon and looking at the bottom left part of the UI window: notice how guard is icon n*81, it's also writen on the spell itself once you've chosen an icon as you can see.

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Perfect! I have reset the parameters for the IconSet arrays and the icons appear as needed. And your array isn't ugly! It looks like it mathces perfectly. So far each test has pulled up my janky looking icon until I put some better ones down. Unfortunately the script call with <setup array> is the one that will actually cast the spell (pass or fail no matter what), but the skill name won't be shown as a call as if the character casts it. On the other hand <whole array> will call the skill name, but won't cast. I'll leave it as is just in case I screw it up further. I can run other tests if you want.
Yeah, it's just like I thought You have put a wrong datatype into the parameters.
This plugins draws icon from your iconset to use as a way to display QTE inputs.
You're going to have to make or find icons for arrows and buttons you'd like to use, put them into your iconset and then reference their index in the plugin parameters.
Here's how it should look like.

No news about action sequences not working properly. Still have no idea what causes it.
Spoiler'd below is my very ugly template iconset for testing purposes.
Spoiler
Indexes start from 0 for the first empty space. You can find the iconindex without having to count by going into any window that has you choosing an icon and looking at the bottom left part of the UI window: notice how guard is icon n*81, it's also writen on the spell itself once you've chosen an icon as you can see.

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Good morning!
Is it possible to change the color for the note display for rhythmic QTE or change it to an image? -
I found this plugin to be incredibly useful, thanks for making it!
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Hi there!
First: What a great plugin! Love it!
But know I have a problem:
I testet it in a blank projekt and everything workted fine.
But when I put my event into my projekt, right when I start testplayed, it says:
TypeError
Cannot read property 'getResult' of undefined
And that befor even the title screen shows...
Help, please???
Just in case, this is the first page of my event:
I found out that
SumRndmDde's TitleMapBackground Plugin is causing the problem...
But I neeed that Plugin! Anybody any Idea in how to fix that? -
I had a question about this. is it possible to use a free sequence during an enemy's attack that will actually refer to the actor's skills? I was trying to have defensive skills be available during certain enemy attacks. I can't seem to get it to work though, but I'm also not sure if it's meant to in the first place...
eval: $gameMap.QTE(["free",2,"cancel"],300,[],true)
eval: $gameMap.castSkillMatch(target,user,9)
I'm using this and I basically reversed target and user, but it says no skill match can be found. though on that end, I'm not sure if I'm supposed to have more here or not since I haven't really used free sequence at all. I did put <qteSeq:["ok"]> on an actor's attack to test it, but it doesn't seem to work.
If this is even possible, is there something I'm missing??? -
Hmm, I don't see something obvious that would stop this from working.
For it to work you need the actor to have a skill with a QTE sequence that matches the free input though. Which guessing you have a "no skill match" message is what's going wrong.
So if your actor wants to counter with an attack by pressing up up, his attack skill needs to have <qteSeq:["up","up"]> in a notetag for example. -
Hey there, love the plug-in! Thanks a lot for sharing this.
I was curious though, is there a way to connect a Switch or a variable to whether a QTE is succesful?
I'm using a randomized QTE, for example:
$gameMap.QTE(["normal",0],500,$gameMap.randomSequence(5),true)
Is there a way I can toggle a switch to ON or OFF depending on whether the player succeeds? -
You can get the result of the qte with the following call: $gameMap.getQTEResult()
It will return either success or failure.
So make a conditional branch with a script condition $gameMap.getQTEResult() === "success"
And if true set a switch to on -
You can get the result of the qte with the following call: $gameMap.getQTEResult()
It will return either success or failure.
So make a conditional branch with a script condition $gameMap.getQTEResult() === "success"
And if true set a switch to on
Oh I see!
Thanks for the quick response, I'll see if I can make that work!
[Edit] Yes, works like a charm, thanks a lot!
I didn't even use conditional branches with scripts as conditions before, learned something new! -
Hi I have run into a issue with the targeting when I use the free sequence. I have the skill that calls up the qte targeting a single enemy and I when use the sequence to call up another single enemy skill, it will target the first enemy regardless of what target I've chosen in the first place. It's a great plugin I just can't get that to work.
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Hi there! Could you share the action sequence you use and screenshots of the skill ?
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The sequence I used was this:
<setup action>
eval: $gameMap.QTE(["free",5,"cancel"],100,[],true,530,390,0,6,80)
eval: $gameMap.castSkillMatch(user,target,7)
</setup action>
I recreated the issue with a new game with just your plugin and the Yanfly plugins that are recommended. I use the test skill to select a target lets say Bat B or C or whatever and the QTE screen opens up. I type the sequence needed to use Spark that I changed the scope to single enemy and regardless of the target selection that skill attacks the the first enemy Bat A instead of B, C or whatever I have chosen. -
Yep that was a bug. Redownload the plugin, it should be fixed.
In the previous version the castSkillMatch function would try to forceAction on the target object and not their index thus resulting in improper targetting.
Modifying the cast skill match function to properly refer to targetIndex like below should do the trick.
Code:Game_Map.prototype.castSkillMatch = function(user,target,id) { var targetIndex if (target instanceof Game_Actor) { targetIndex = $gameParty.battleMembers().indexOf(target) } else if (target instanceof Game_Enemy) { targetIndex = $gameTroop.members().indexOf(target) } var match = $gameMap.getSkillMatch(user._actorId) if (match !== "no match found") { user.forceAction(match, targetIndex); } else if (id !== 0) { user.forceAction(id, targetIndex); } } -
Thank you so much it works perfectly now
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it looks amazing! just the only problem is that it dosnt seem to be compatible with alot of other plugins for example moghunters battlehud and then theres SRD timed attack core and supertoolsengine and even when i turn all of that off i still get to see this wonderfull error screen:
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Your plugin is incorrectly named.
You should name it "QTEWindow", without the quotes.
That should solve your error.
As for incompatibilities, I'm sorry but I don't plan on making any compatibility patch. -
Once again, awesome plug-in! :D
Though I was wondering, if I want to use a randomized sequence with only arrows, how would I go about doing that?
Currently, the randomized sequence seems to be arrows and the Ok/cancel buttons etc.