Quick Time Events (R2 26/11)

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Started by Astfgl66 118 posts Page 5 of 6 View original ↗
  1. From the help file:
    Code:
    * Generate a random sequence
    
    *$gameMap.randomSequence(length)
    
     * It will generate a random QTE sequence of that length, using
     * all inputs available, except those you put after length
     * example: $gameMap.randomSequence(5,"up") will return a 5
     * input long sequence that doesn't contain the up key.
     * $gameMap.randomSequence(5,"up","down") will do the same
     * but without the down key too.
     * example:
     * $gameMap.QTE(["normal",0],500,$gameMap.randomSequence(5),true)

    So following this example to get a random sequence with only arrow keys you should use this:
    Code:
    $gameMap.randomSequence(length,"ok","cancel")
  2. Astfgl66 said:
    From the help file:
    Code:
    * Generate a random sequence
    
    *$gameMap.randomSequence(length)
    
     * It will generate a random QTE sequence of that length, using
     * all inputs available, except those you put after length
     * example: $gameMap.randomSequence(5,"up") will return a 5
     * input long sequence that doesn't contain the up key.
     * $gameMap.randomSequence(5,"up","down") will do the same
     * but without the down key too.
     * example:
     * $gameMap.QTE(["normal",0],500,$gameMap.randomSequence(5),true)

    So following this example to get a random sequence with only arrow keys you should use this:
    Code:
    $gameMap.randomSequence(length,"ok","cancel")

    Oh, I see thanks!
    Sorry, must've missed that bit I guess.
  3. @Astfgl66 is there a way to edit this plugin so that pictures show up in front of the plugin graphics?

    I'm trying to set it up so it looks something like below, where the one that needs to be pressed next is in that box on the far left.

    1685940931495.png

    Another question: is there a way to change the array of icons used based on a switch? For example, I want players to be able to select if they want to see Xbox, PS4 or PC icons in the options.
  4. I'll look into the first request.

    As for the second request the icon array parameter is actually evaled everytime it's drawn for some reason, and not cached on initialization. I can't remember why I did it like this but it will serve your purpose. I have not tested this but it should work:

    Instead of an array put in a variable.
    So instead of [0,1,2,3,4,5] or whatever icon array you use, put $gameVariables.value(variableId) in the plugin parameters.
    Then in an event use set variable: script to change variable variableId to the array of icons you want to use.
    Don't forget to initialize it before battle or it will crash your game the first time you use a QTE.

    As a side note it looks like ImgUr nuked my images...
  5. Astfgl66 said:
    I'll look into the first request.

    As for the second request the icon array parameter is actually evaled everytime it's drawn for some reason, and not cached on initialization. I can't remember why I did it like this but it will serve your purpose. I have not tested this but it should work:

    Instead of an array put in a variable.
    So instead of [0,1,2,3,4,5] or whatever icon array you use, put $gameVariables.value(variableId) in the plugin parameters.
    Then in an event use set variable: script to change variable variableId to the array of icons you want to use.
    Don't forget to initialize it before battle or it will crash your game the first time you use a QTE.

    As a side note it looks like ImgUr nuked my images...

    Thanks!

    I can work around the question about the overlaying pictures, but the input icons is sort of a deal-breaker for me. Your solution works though!
  6. Heyoooo yeah i like this plugin very nice but is it possible to have it run so that if the player inputs the right commands when it showes up that the player wouldnt take damage at all? this would only happen for the player? if its possible how would i do it?
  7. Use an action sequence on the enemy action that prompts a qte and on a success make dmg = 0.
  8. Astfgl66 said:
    Use an action sequence on the enemy action that prompts a qte and on a success make dmg = 0.
    An action sequance??
  9. Yanfly's battle engine core + action sequence plugins will provide you with action sequences which are what this plugin has been designed around.
  10. Astfgl66 said:
    Yanfly's battle engine core + action sequence plugins will provide you with action sequences which are what this plugin has been designed around.
    Sorry but could you give me a screenshot of how i would put it inside the notebox? im not fully understanding these
  11. You can find example images in Roninator's comment that is on this very page.
    The help file also has examples.
  12. Astfgl66 said:
    You can find example images in Roninator's comment that is on this very page.
    The help file also has examples.
    Uh really really sorry but after looking through the images and the help file i am not any wiser, Could you not just give me an example?
  13. This is an old plugin I no longer use in my projects. I redownload it occasionally when errors are reported so that I can try to fix them. I could make a new project, download my plugin and redownload Yanfly plugins and go through the documentation again but then I'd kinda be doing your job as the user.

    If I remember correctly during the start action or the whole action part of the action sequence you would use the eval command to start your QTE and then break the action so that it doesn't go through.

    So something like that on the skill the enemy uses to attack:
    <start action>
    eval: $gameMap.QTE(XXXX)
    if ($gameMap.getQTEResult() !== "success") break action
    </start action>

    This is all pseudo code. You will have to properly format the script calls using the helpfile of the plugin and use the correct format for action sequences using the plugin helpfile.
  14. Is there any chance you could add the ability to change the parameters of the sound file that plays on success, failure, etc?

    Like, so we could adjust the volume and pitch?
  15. Ok this took 5minutes so I updated the plugin.
    You have three new parameters that will allow you to customize the sound volume pitch and pan.
    They are evaled which means if you want it to be dynamic in game you can use a game variable instead of a fixed array in parameters (so put in $gameVariables.value(yourVariableID) instead of the array and then change yourVariableID to what you want in game).

    This is untested since as per my above message I no longer have the plugin or even RPG Maker MV installed but it's straightforward so it should be OK. Be sure to tell me if it breaks.
  16. Astfgl66 said:
    Ok this took 5minutes so I updated the plugin.
    You have three new parameters that will allow you to customize the sound volume pitch and pan.
    They are evaled which means if you want it to be dynamic in game you can use a game variable instead of a fixed array in parameters (so put in $gameVariables.value(yourVariableID) instead of the array and then change yourVariableID to what you want in game).

    This is untested since as per my above message I no longer have the plugin or even RPG Maker MV installed but it's straightforward so it should be OK. Be sure to tell me if it breaks.

    Seems to work. Thanks for the quick tweak!
  17. I am encountering this issue for spells as well where "setup action" runs the spell no matter what happens in the qte but "whole action" doesn't cast the spell at all. Is there a fix for this? Or is it something that can't really be fixed
    nanashiXz said:
    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.
  18. Does anyone know if this also works when you have Chrono Engine installed?
  19. Hey, I tried the QTE for a game I'm making and it's awesome, but whenever I got a Game Over I would have found myself with this error screen:
    Screenshot 2024-08-09 173707.png
    Me and a friend of mine managed to solve this error by adding an optional chaining operator to line 1325:
    1723219863576.png

    Edit: I've made a mistake, doing this basically voids the existence of the plugin for RPGM.