Whenever you attack a gauge pops up with a cursor hovering over sections of the gauge.
Player presses Z and depending on timing the attack will miss, hit, or critical.
If the player fails to press Z, the attack misses and their turn is skipped.
Skills will call the gauge as well. The gauge won't always have the same sections.
Some skills may have large miss sections and small hit sections, etc.
Also, some skills/states will slow down/speed up the cursor. eg.
Top-right hand corner for the gauge. Aligning up and down like the paint example.
Not to sure on size at the moment. :L Not too huge but big enough to where the sections can be easily distinguished.
The gauge will always be green, yellow, and red (unless someone can do the optional idea I posted).
The gauge should be 15% green (critical/bonus dmg) on top, 70% yellow (normal attack/skill), 15% red (miss/fail).
I was thinking some skills, such as heals and buffs, shouldn't have the gauge.
However, having the gauge could prove useful. Such as stronger heals or increased buff duration, etc.
Compatibility with Yanfly's scripts highly preferred!