Does a 'mid battle minigame' system exist?

Luckyducky12

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I don't know if something like this exists, but I'd be needing a lot from that system, so I think I should just learn to create my own from scratch.

Does anyone remember the game Naruto: Rise of a Ninja? In that game, you have to do a sort of a minigame when you use your special moves.

Minigames like "Press the buttons in the correct order " or "Dodge the attacks" so you can take less (or no) damage from the attack.

I'd like to replicate that for my super moves in my RPG, but I can't find any systems to meet my needs. I've found the Undertale system, but that only solves one part of my issue (thats why I just wanted to create one).
 
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caethyril

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Also, if you're using Yanfly's Battle Engine Core (action sequences) then there are various options, since an action sequence lets you choose the order of actions for any given skill, and "actions" can include script effects. Here's a few possibilities:
 

Luckyducky12

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Also, if you're using Yanfly's Battle Engine Core (action sequences) then there are various options, since an action sequence lets you choose the order of actions for any given skill, and "actions" can include script effects. Here's a few possibilities:
In your opinion, do you think I should just learn Javascript and create my own plugin system? I feel like I'd need a lot from the "Mid Battle Minigame" system, so maybe starting from scratch is a good idea.
 

caethyril

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In your opinion, do you think I should just learn Javascript and create my own plugin system? I feel like I'd need a lot from the "Mid Battle Minigame" system, so maybe starting from scratch is a good idea.
"Just" learn JavaScript...I take it you're already familiar with one or more other object-oriented programming languages? It's an option, but note that you would also need to understand how RMMV's systems work, code-wise, and how to interface with them to achieve the desired result. :kaoswt:

I'm pretty sure SRD's Timed Attacks does still work, though it is still bound to one of the available types. In that case, one option might be to develop (or commission) one or more extensions for SRD's Timed Attack Core as needed. :)

As mentioned (and as you can see, since the three cited examples all make use of them) Yanfly's action sequences can remove a lot of the difficulty by allowing detailed customisation in how a skill/item plays out (common events and set effects as well as scripting) and providing a high-level abstraction for actions via code. It'd probably be quicker to write an extension for Yanfly's BEC or an existing Timed Attack plugin than make your own system from scratch. I don't know with what stuff you're already familiar. :kaoslp:

If you are interested in getting to grips with action sequences, I'd suggest attempting a mock-up of one or more of your minigames using common events, pictures, etc; should be relatively straightforward for a budding programmer. In case you're interested, I have an example over on the Steam Workshop, plus an attempt at a "How it works" explanation, here.
 

Luckyducky12

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"Just" learn JavaScript...I take it you're already familiar with one or more other object-oriented programming languages? It's an option, but note that you would also need to understand how RMMV's systems work, code-wise, and how to interface with them to achieve the desired result. :kaoswt:

I'm pretty sure SRD's Timed Attacks does still work, though it is still bound to one of the available types. In that case, one option might be to develop (or commission) one or more extensions for SRD's Timed Attack Core as needed. :)

As mentioned (and as you can see, since the three cited examples all make use of them) Yanfly's action sequences can remove a lot of the difficulty by allowing detailed customisation in how a skill/item plays out (common events and set effects as well as scripting) and providing a high-level abstraction for actions via code. It'd probably be quicker to write an extension for Yanfly's BEC or an existing Timed Attack plugin than make your own system from scratch. I don't know with what stuff you're already familiar. :kaoslp:

If you are interested in getting to grips with action sequences, I'd suggest attempting a mock-up of one or more of your minigames using common events, pictures, etc; should be relatively straightforward for a budding programmer. In case you're interested, I have an example over on the Steam Workshop, plus an attempt at a "How it works" explanation, here.
Sorry, I didn't mean to say "just" learn it like its easy or something! That being said, I do have some experience in C# ("Some" meaning that I could make a pretty bare bones version of Overwatch in the Unity engine right now if I wanted to), so I wouldn't have a problem learning as much Javascript is I needed to so I can create my plugin.

However, I will try to make an extension to something already existing. I checked your steam workshop link, and that's the other half of what I needed (the first half being the Undertale battle board thing).
 

caethyril

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Yea, it was just a warning; there's a lot variety in skill among the people posting here. Sounds like you'll be fine! :kaojoy:
 

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