How would I create a mid battle minigame system script?

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If the title seems a bit weird, take it at face value. I'm trying to learn how to create a script that'll allow me to spring a minigame during battle.

Why? So that I can have unique situations like "if you tap Z over the moving target enough times, the enemy will take more damage". I've heard that a similar system like this already exists, but I'm trying to do some complicated things with mine and I think it will be more easy to just create one from scratch than modifying an existing script. Unless there's already a plugin that does everything I'm looking for and I just haven't found it.

For a reference, take a look at the Naruto: Rise of a Ninja game and see what happens when they activate their special moves. A minigame will happen that'll allow you to do more damage or take less damage. Some of these are simple like "press the right button to guard/attack". While some are more creative like "move this cursor that looks like a body around to dodge the attacks/hit the body to do more damage". I'm pretty much trying to recreate that both of those, and some more intricate ones.
 

caethyril

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Remember that scripting for an existing code base requires familiarity with both the code base, i.e. RMMV's base code plus any plugins with which you want to remain compatible, and the language, NodeJS. Battle stuff can often be fairly tricky: BattleManager and Scene_Battle and all its windows... :kaoswt:

Some plugins you may find relevant: SRD's Undertale Battle System or Timed Attack stuff, Astfgl66's Quick Time Events, TamFey's Timed Button Attacks, etc. Like you say, though, those may not cover your more ambitious ideas.

I don't know how much experience you have with writing plugins for RMMV, and doubt you'll get much help unless you elaborate more precisely on the goals you're trying to achieve, what you've got so far, and what help you're seeking. The "collision with body outline" thing in particular sounds like it'll be awkward to achieve but certainly doable, e.g. check collider alpha at bullet vertices? :kaoslp:

It's probably possible to do a lot of it with eventing but as mentioned, I can't offer much specific guidance. If you're curious about the eventing approach, I have a couple of little demo projects: timedInputDemo (map-event-based timed input with picture prompt) and quizBattle (troop-event-based control of battle flow). Here's a link to their folder in case you're interested: https://drive.google.com/drive/folders/10H9qZE8eAe932HfYjjx9tMH002k7e5ok :kaothx:
 

ShadowDragon

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or something like this to input the button which is a mog hunter plugin, the more you input the more dmg you do,
the more you miss, the more dmg you get .
 
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Remember that scripting for an existing code base requires familiarity with both the code base, i.e. RMMV's base code plus any plugins with which you want to remain compatible, and the language, NodeJS. Battle stuff can often be fairly tricky: BattleManager and Scene_Battle and all its windows... :kaoswt:
Yeesh, I actually didn't know that! Still, a work around for that could be just creating all of my plugins from scratch too, which seems like It'd be easier.

Some plugins you may find relevant: SRD's Undertale Battle System or Timed Attack stuff, Astfgl66's Quick Time Events, TamFey's Timed Button Attacks, etc. Like you say, though, those may not cover your more ambitious ideas.
You know, the Undertale one might cover what I need. If I can learn to change the Heart icon to a body and restrict its movements so that it stays in the center if you don't input anything and slides in a direction when pressed. That way, I'd only have to change a little bit of stuff. The only downside is that I'd have to abandon the crazier things I could think of, but eh, I could just save those for UE4.

Thanks for your reply!
 

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