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My goal is to Create a custom battle system in which each attack uses a small "mini game" to determine whether or not the attack will be a success or a failure.
I will gladly commission any coder/scripter who thinks they might be able to help me accomplish this goal. If you are interested in taking my money, please don't hesitate to message me with your estimate for the cost!
I would prefer this solution to come in the form of a plugin so that I might be able to share this with the rest of the RPG Maker MV community
I am using a series of pictures and Common Events to create my own HUD. My issue occurs because My hud will rely on multiple Common Events running in parallel with one another during a battle scene. In order for my HUD to work properly, they must continually be checking the status of variables in the background simultaneously with one another and updating their graphics according to what their variable is set to at any given moment.
This is the sort of animation that I am going for.

You can see screenshots of the common events I used to make this happen along with descriptions for what each event is responsible for below:
THE BATTLE GAUGE COMMON EVENT:
I have 3 different common events that work together in order to make my battle gauge function:
This Common Event is responsible for the background picture of the Gauge. It also displays the "sweet spot" graphic and the Full timer Graphic.
Battle Gauge Common Event Screen Shot Pt1

Battle Gauge Common Event Screen Shot Pt2

This event is always looping, and always checking to see if the "OK" button is pressed down. If the "OK" button is pressed down, this Common event will add +4 to the "gauge" variable and wait 1 frame before checking again. If the "ok" button is released it will subtract -4 from the "gauge" variable and wait 1 frame before checking again.
It will also stop the "gauge" variable from going beyond a specific values (both plus and minus) if the ok button is held down for too long or released for too long.
THE CURSOR COMMON EVENT:
This Common Event controls the cursor image. All it does is tell the cursor to appear on the screen based on what value the "gauge" variable event from above is currently at.
Cursor Common Event Screen Shot

THE GAUGE TIMER COMMON EVENT:
And this Common Event is for the Timer. It starts the "Gauge Timer" variable at 180 and then subtract -1 from that variable. It will wait 1 frame and repeat the process. It will also display different amounts of the timer graphic based on what number the "Gauge Timer" variable is currently set to.
Gauge Timer Common Event Pt1

Gauge Timer Common Event Pt2

Gauge Timer Common Event Pt3

At the end, when the "Gauge Timer" variable has hit zero, this Common Event will go back and check to see what the original "gauge" variable (that changes when you press the "OK" button) is set to. If that "gauge" variable is within a specific range (the range that lines up with the "sweet spot" graphic) then this Common Event will reset all variables to their original states and display a "success" message. If the "gauge" variable is outside the "sweet spot" range then a "failed" message will appear instead.
EXAMPLES OF THE FINAL PRODUCT (IN BATTLE) :
This is what my current implementation looks like during battles because these 3 common events cannot run parallel with one another.
Animated Battle Gauge Example (In Battle)

You'll be able to tell that There is no timer graphic running because battles do not allow for the Common event that is checking to see if the "OK" button is pressed to run at the same time as the Common Event that is counting the time. Because of this, I get stuck in this screen, unable to move the battle forwards since it is continually looping the event that watches the ok button. Since the timer event is not running, the timer never hits zero. Because the timer never hits zero, the event is never stopped.
EXAMPLES OF THE FINAL PRODUCT (OUTSIDE BATTLE) :
This is what it should look like if it were working correctly (done outside of battle so that the events run parallel)
Animated Battle Gauge Example (Functioning properly, Outside Battle)

As you can see, I've got all the eventing set up correctly to make this all happen...it's just the limitation of RPG maker's battle system that's holding me back...
PLUGINS THAT I AM AWARE OF THAT DO NOT SOLVE MY PROBLEM:
It is my understanding that Hime's "Global Common Events" Plug in can allow me to do this:
http://himeworks.com/2013/04/global-common-events/
Sadly As you will see in the comments below, I was informed that this script was designed for RPG Maker VX Ace and will not work with MV. I have attempted to contact Hime through his "contact me" page on his website, but he hasn't gotten back to me.
I have also been made aware of a relatively new plugin called "Timed Attack Core" by "SumRndmDde" that will, at first glance, provide very similar functionality to what I am looking for, but it doesn't quite fit the bill either:
Timed Attack Core
The issue with this plugin is that it is too specific. It will only allow you moves that vary in damage and will not activate/deactivate switches, nor will it control variables. A plug in that would allow you to run Common events in parallel during battle scenes would open up a huge world for RPG maker developers.
I will gladly commission any coder/scripter who thinks they might be able to help me accomplish this goal. If you are interested in taking my money, please don't hesitate to message me with your estimate for the cost!
I would prefer this solution to come in the form of a plugin so that I might be able to share this with the rest of the RPG Maker MV community
I am using a series of pictures and Common Events to create my own HUD. My issue occurs because My hud will rely on multiple Common Events running in parallel with one another during a battle scene. In order for my HUD to work properly, they must continually be checking the status of variables in the background simultaneously with one another and updating their graphics according to what their variable is set to at any given moment.
This is the sort of animation that I am going for.

You can see screenshots of the common events I used to make this happen along with descriptions for what each event is responsible for below:
THE BATTLE GAUGE COMMON EVENT:
I have 3 different common events that work together in order to make my battle gauge function:
This Common Event is responsible for the background picture of the Gauge. It also displays the "sweet spot" graphic and the Full timer Graphic.
Battle Gauge Common Event Screen Shot Pt1

Battle Gauge Common Event Screen Shot Pt2

This event is always looping, and always checking to see if the "OK" button is pressed down. If the "OK" button is pressed down, this Common event will add +4 to the "gauge" variable and wait 1 frame before checking again. If the "ok" button is released it will subtract -4 from the "gauge" variable and wait 1 frame before checking again.
It will also stop the "gauge" variable from going beyond a specific values (both plus and minus) if the ok button is held down for too long or released for too long.
THE CURSOR COMMON EVENT:
This Common Event controls the cursor image. All it does is tell the cursor to appear on the screen based on what value the "gauge" variable event from above is currently at.
Cursor Common Event Screen Shot

THE GAUGE TIMER COMMON EVENT:
And this Common Event is for the Timer. It starts the "Gauge Timer" variable at 180 and then subtract -1 from that variable. It will wait 1 frame and repeat the process. It will also display different amounts of the timer graphic based on what number the "Gauge Timer" variable is currently set to.
Gauge Timer Common Event Pt1

Gauge Timer Common Event Pt2

Gauge Timer Common Event Pt3

At the end, when the "Gauge Timer" variable has hit zero, this Common Event will go back and check to see what the original "gauge" variable (that changes when you press the "OK" button) is set to. If that "gauge" variable is within a specific range (the range that lines up with the "sweet spot" graphic) then this Common Event will reset all variables to their original states and display a "success" message. If the "gauge" variable is outside the "sweet spot" range then a "failed" message will appear instead.
EXAMPLES OF THE FINAL PRODUCT (IN BATTLE) :
This is what my current implementation looks like during battles because these 3 common events cannot run parallel with one another.
Animated Battle Gauge Example (In Battle)

You'll be able to tell that There is no timer graphic running because battles do not allow for the Common event that is checking to see if the "OK" button is pressed to run at the same time as the Common Event that is counting the time. Because of this, I get stuck in this screen, unable to move the battle forwards since it is continually looping the event that watches the ok button. Since the timer event is not running, the timer never hits zero. Because the timer never hits zero, the event is never stopped.
EXAMPLES OF THE FINAL PRODUCT (OUTSIDE BATTLE) :
This is what it should look like if it were working correctly (done outside of battle so that the events run parallel)
Animated Battle Gauge Example (Functioning properly, Outside Battle)

As you can see, I've got all the eventing set up correctly to make this all happen...it's just the limitation of RPG maker's battle system that's holding me back...
PLUGINS THAT I AM AWARE OF THAT DO NOT SOLVE MY PROBLEM:
It is my understanding that Hime's "Global Common Events" Plug in can allow me to do this:
http://himeworks.com/2013/04/global-common-events/
Sadly As you will see in the comments below, I was informed that this script was designed for RPG Maker VX Ace and will not work with MV. I have attempted to contact Hime through his "contact me" page on his website, but he hasn't gotten back to me.
I have also been made aware of a relatively new plugin called "Timed Attack Core" by "SumRndmDde" that will, at first glance, provide very similar functionality to what I am looking for, but it doesn't quite fit the bill either:
Timed Attack Core
The issue with this plugin is that it is too specific. It will only allow you moves that vary in damage and will not activate/deactivate switches, nor will it control variables. A plug in that would allow you to run Common events in parallel during battle scenes would open up a huge world for RPG maker developers.
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