Quick Time Events (R2 26/11)

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Started by Astfgl66 118 posts Page 6 of 6 View original ↗
  1. Hi! Just wanted to say thank you for all your hard work in this plugin. I have been wishing to do something like this for a long time, so you've become a life saver.
  2. Great plugin! I'm trying to use it in a somewhat unusual way and am 90% of the way there, but can't quite get it to work.
    I'm using the "free" mode, taking a four button sequence and then running a skill based on what the user inputs. If I do this the normal way (user uses a skill to pull up qte, enters it correctly, triggers secondary skill that the user uses), all that works fine.

    However, what I want to be able to do is this:

    1. Enemy uses skill
    2. skill triggers common event, which uses ForceAction to force user party member to use the qte skill
    3. user successfully enters a correct combo and triggers the appropriate secondary skill


    1 and 2 work fine, but when I finish the qte the secondary skill is never triggered. If I do:


    <whole action>
    eval: $gameMap.QTE(["free",4,"cancel"],300,[],true)
    eval: $gameMap.castSkillMatch(user,target,0)
    </whole action>

    in the note tags for the qte-starting event, the appropriate skill is never triggered. If I do:


    <whole action>
    eval: $gameMap.QTE(["free",4,"cancel"],300,[],true)
    eval: alert($gameMap.getQTEResult())
    common event: 274
    </whole action>

    The alert gives me the correct sequence (down, down, down, down), but if in the common event I set a variable to $gameMap.getQTEResult() and read it back, I get "pending" for the state. This is probably what's preventing "eval: $gameMap.castSkillMatch(user,target,0)" from triggering the secondary skill. Any idea how I can fix this, or rework it? Thanks.
  3. wolfcoffee said:
    The alert gives me the correct sequence (down, down, down, down), but if in the common event I set a variable to $gameMap.getQTEResult() and read it back, I get "pending" for the state. This is probably what's preventing "eval: $gameMap.castSkillMatch(user,target,0)" from triggering the secondary skill. Any idea how I can fix this, or rework it? Thanks.
    Force action prevents common events from
    running until the very end of the action sequence. So, you’ll have to work around that by using evals or other things instead within the action sequence.

    From Yanfly’s page:
    Plays common event X at that point in the action sequence. Nothing else
    will continue until the common event is finished (unless it is a forced
    action, in which case, it will wait until the action is complete first).
  4. Yuuzal said:
    Force action prevents common events from running until the very end of the action sequence.
    That could very well be the case, but I'm not sure why that would be the issue here. To clarify, there are two common event involved here: the primary one, the one that fires via the enemy's skill to force the player party member to use one of THEIR skills, and a secondary (274) that is called after and is just being used for diagnostics atm. The first fires correctly, and when it should, and the player party member DOES use their skill, which pulls up the QTE. The problem is that the result of the QTE is never processed. I know from past experience that common events can be very persnickety in terms of when they will and won't fire correctly, but in this case, again unless I'm missing something, that part of the chain seems to be working fine.

    If you're simply saying that this is why I'm not able to read the finished state of the QTE in the second common event, fair enough, except...why is the alert able to read it then, when it's running prior?

    Alternatively, how would you approach this, given the desired scenario outlined: the QTE needs to be triggered by the enemy, but as far as I can tell this plugin's QTEs can only be pulled up in battle if they're triggered via a party skill, not an enemy one. I tried forcing action directly from the note tags on the enemy skill, but I was never able to figure out the right syntax for this. I think that may actually be what yanfly is referring to, whereas what I actually did was to call a common event, and force an action from inside that, which seemed to work (as far as it got).
  5. Hi!! Thank you so much for the plugin!! It helped me a lot with my project. I have a quick question tho, if anyone can help me: Is there a way to change the looks of the gauge bar?
  6. Hi! I don't know if there is someone who has tried to use this plugin along with Yanfly's CBT, but... I would really appreciate a hand there. QTE works normally with every other Yanfly pluging, but it just doesn't cast any spell after the inputs when CBT is on.
  7. Just made a small modification to the Plugin, to add the functionality of Tips to the player about the current QTE, and an initial Tip Duration, in which the QTE is frozen, to give time to the player to read the Tip.

    Modified plugin is here:
  8. Hello! Sorry to bother you, but I encountered 404 when trying to download the plugin. I failed to find any portal to the plugin elsewhere, so may I ask if there is a possible way to have a new link for the file? Thank you very much!
  9. icbmPlain said:
    Hello! Sorry to bother you, but I encountered 404 when trying to download the plugin. I failed to find any portal to the plugin elsewhere, so may I ask if there is a possible way to have a new link for the file? Thank you very much!
    In the meanwhile, you can get my version of this plugin from the comment above yours (I haven't modified the base script calls of the plugin, so you can even ignore my additions if you wish).
  10. JakeMSG said:
    In the meanwhile, you can get my version of this plugin from the comment above yours (I haven't modified the base script calls of the plugin, so you can even ignore my additions if you wish).
    Thank you very much! I checked it... And it worked great! And the additions are also useful. The work is gorgeous.
  11. I've been wondering... Can this be used for enemy attacks?
    Like, if you do the QTE that happens when the enemy attacks, and do it correctly, you won't receive any damage. Otherwise, you receive full damage.
  12. ChascoPower said:
    I've been wondering... Can this be used for enemy attacks?
    Like, if you do the QTE that happens when the enemy attacks, and do it correctly, you won't receive any damage. Otherwise, you receive full damage.
    You can relatively-easily improvise, using this Plugin, to use it for enemy attacks too, or any other Common Event that happens during a Battle. You'd want to use "ForceAction" script command to call the specific "QTE-only skill", set the skill to do no dmg and save the value used by the Plugin to determine the QTE's value (in the damage calculation area) into another variable, that you then use outside of the skill.

    For more details on how to do this, check it out from my previous post (I wrote in a text file the exact steps on how to do this, even with just the original Plugin):
    JakeMSG said:
    Just made a small modification to the Plugin, to add the functionality of Tips to the player about the current QTE, and an initial Tip Duration, in which the QTE is frozen, to give time to the player to read the Tip.

    Modified plugin is here:
  13. Just curious if it was possible that, when using free QTEs, if it was possible to exclude certain skills if they don't meet a certain requirement? For example, say I have two skills each with 6 input sequences, but one costs 50 TP while the other costs 100 TP. Is there a way to exclude these from being selected if the sequence matches? In addition, is there also a way to exclude these skills from the skill list window as well?

    By the way, for anyone who is having compatibility issues with Yanfly's CTB plugin, I think I found a workaround. In the plugin's code, you'll have to edit each instance of user.forceAction to BattleManager.queueForceAction. For instance, on line 1208,
    user.forceAction(match, targetIndex);
    should be replaced with
    BattleManager.queueForceAction(user,match,-2);

    This isn't the only instance but I found that doing this seems to resolve any compatibility issues with Yanfly's CTB plugin.
  14. where is the plugin download?
  15. Can't download the plugin anymore! It says "

    404 Not Found​


    nginx"
  16. Hi!
    I'm starting to use RPGM, so I don't know much about how to read and modify plugins. Is there any way to change the background of the gauge to a color we'd like? I managed to change the bar, but I'd love to change the blue to another color. I tried messing around with the code, but it immediately gave me an error message. :kaodes:
    Thanks!
  17. I really would like to try the plugin. WIll it be uploaded again?
  18. I recently tried it after updating NW.js to the latest version available (10-ish if I'm not mistaken), It wasn't able to produce the UI's at all (The Box, The Gauge, The Button, The Time)<The function still works perfectly, chef's kiss>, I tried on fresh project to confirm this. I will try on other versions on Nw.js and see which version the latest it can display the UI's when I had a time.

    Anyway, Great Plugin. Love it

    EDIT:
    turns out it won't appear because of the hide battle UI sequence on the YEP battle sequence, it all works perfectly. (I am using another battle hud plugin that weren't affected by hide battle UI)