Ganelan

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Hello!
I have been looking for a plugin like this for a long time! Everything is fine, but I don't know how to get a switch to go on when doing a sequence right.
I am a novice in this and surely I have overlooked something, but I don't know how to do it. Is it possible or with this plugin can not be done?

Thank you!
 

Astfgl66

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Use a conditionnal branch with script:
Code:
$gameMap.getQTEResult() === "success"
as a condition.
This should do what you want.
 

stramin

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Is there any way to use this plugin to avoid/dodge/defend/guard an enemy attack?

For example, a monster use an special attack and the player must press a button in a specific frame to dodge it.
 
Last edited:

MMG

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I tryed installing it but it tells me cannot read property '0' of undefined right after I press start button in main menu
 

Astfgl66

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Your plugin is most likely not named correctly. Check the instructions in the first post for the proper name
 

cmKian

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Just wondering if there's any possibility to get this to work in RMMZ?
I'm utterly clueless even after scouring the web. It doesn't seem like anyone's made anything similar for RMMZ atleast. It's named right and i've tried the mv>mz compatibility plugin.
Error message im getting is:
Code:
rmmz_managers.js:2030 TypeError: Utils.rgbToCssColor is not a function
    at Window_QTE.initialize (QTEWindow.js:381)
    at new Window_QTE (QTEWindow.js:363)
    at Scene_Battle.createQTEWindow (QTEWindow.js:1004)
    at Scene_Battle.createAllWindows (QTEWindow.js:1000)
    at Scene_Battle.createDisplayObjects (rmmz_scenes.js:3113)
    at Scene_Battle.createDisplayObjects (DK_MV_Plugins_Compatibility.js:1011)
    at Scene_Battle.create (rmmz_scenes.js:2947)
    at Function.SceneManager.changeScene (rmmz_managers.js:2084)
    at Function.SceneManager.updateMain (rmmz_managers.js:2056)
    at Function.SceneManager.update (rmmz_managers.js:1938)
SceneManager.catchNormalError @ rmmz_managers.js:2030
 

Astfgl66

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Well, you could try copying the missing function into the plugin file, paste it at the end and see if it would work?
I have no plan to port any of my plugins to mz anytime soon so you'll have to figure things out by your own, sorry.
 

Crowcaine

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Is there a way to make the icons / QTE event bigger?
 

Astfgl66

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There is a way to resize the window but the icons are taken from the standard iconset and can't be scaled up. Only way would be to use bigger icons on your whole project.
 

e463gx

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For some reason when I use the QTE as a skill cost, the skill is still performed regardless of the QTE outcome. Has anyone else ran into this problem, or does anyone know what might be causing the "break" not to function?
 

Astfgl66

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Try outputting your QTE result using the alert command or console.log to see if it's your action sequence that's faulty or the QTE logic.
Use Eval: alert($gameMap.getQTEResult())
I might remember the result call wrong it's been a long time since I used this plugin.
 

RetroAsurada

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I ran into a bug where skills I set to use QTEs will always be used regardless of the player's performance on the QTE. Is there any way to fix this?
 

Astfgl66

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Well, this is kinda hard to debug with only that description. My guess is something is most likely wrong in your action sequence. Either you don't get the result properly or you have improper action sequence break conditions when a QTE fails.
 

nanashiXz

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I love the plugin! It is so amazing to be able to have something that gives this kind of interaction. I am running into the same problem above where if the character fails the QTE, the skill or action still comes out. I have tried to plug in things such as "miss action" and "fail action" but the skill still comes out. Am I doing something wrong? Thank you again for all your hard work!
 

Astfgl66

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Same reply as above, I can't help you with just that description.
Send a copy of your action sequence and a screenshot of the skill at the very least.
 

nanashiXz

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Same reply as above, I can't help you with just that description.
Send a copy of your action sequence and a screenshot of the skill at the very least.

You got it boss! Forgive me if I seem unaware of some terms, but I hope this is what you meant by action sequence:


<setup action>

eval: $gameMap.QTE(["normal"],300,["ok","up","down","left"],true)

if eval:$gameMap.getQTEResult() === "failure"

break action

end

</setup action>

/*

line 1: creating the QTE

line 2: get the result

line 3: if QTE failed abort action

*/


I am also using the basic skill Spark as a test to make sure I understand the plugin.

Like I said before, I'm so grateful that you spent so much time with this plugin and I want to do right by it. Hopefully I can learn more through this. Thanks again!
 

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nanashiXz

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So so sorry! I ran into another problem. I hope another person can help me with this, because I don't want to bother the creator so much, but I am getting a [Reference Error up is not defined]. Any ideas on what this means? The actual aspect of getting to the QTE was working yesterday and now it is not. I tried troubleshooting by retyping the parameters and checking that my iconset was still there.
 

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Astfgl66

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As for your first problem, I have confirmed that success and failure detection within my plugin are OK.
The conditionnal statement works fine too. Here's what I used.

Code:
<setup action>
eval: $gameMap.QTE(["normal"],300,["ok","up","down","left"],true)
if ($gameMap.getQTEResult() === "failure")
break action
end
</setup action>

I do however get the same result you do with the skill still taking place.
So, what I gather from this is that the break action statement doesn't work in the setup action part of the action sequence. I have no idea why and this plugin doesn't modify the way action sequences work at all. Since it worked when I made this plugin years ago, and that I did not update my old yanfly plugins in this test project, my best guess is that an RPG maker update itself is the issue here.

What does work is changing this sequence so that it takes places in the whole action part of the action sequence: the following code works in my test project with yanfly's plugins and my QTE plugin only.
Code:
<whole action>
eval: $gameMap.QTE(["normal"],300,["ok","up","down","left"],true)
if ($gameMap.getQTEResult() === "failure")
break action
end
</whole action>

As for your second issue, it's trying to use up as a variable and not as a string. the "" are mandatory, replace up with "up" wherever you have made that mistake.
 

nanashiXz

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As for your first problem, I have confirmed that success and failure detection within my plugin are OK.
The conditionnal statement works fine too. Here's what I used.

Code:
<setup action>
eval: $gameMap.QTE(["normal"],300,["ok","up","down","left"],true)
if ($gameMap.getQTEResult() === "failure")
break action
end
</setup action>

I do however get the same result you do with the skill still taking place.
So, what I gather from this is that the break action statement doesn't work in the setup action part of the action sequence. I have no idea why and this plugin doesn't modify the way action sequences work at all. Since it worked when I made this plugin years ago, and that I did not update my old yanfly plugins in this test project, my best guess is that an RPG maker update itself is the issue here.

What does work is changing this sequence so that it takes places in the whole action part of the action sequence: the following code works in my test project with yanfly's plugins and my QTE plugin only.
Code:
<whole action>
eval: $gameMap.QTE(["normal"],300,["ok","up","down","left"],true)
if ($gameMap.getQTEResult() === "failure")
break action
end
</whole action>

As for your second issue, it's trying to use up as a variable and not as a string. the "" are mandatory, replace up with "up" wherever you have made that mistake.
Thank you very much! I will go ahead and put in the new script into the note section. When I can figure out why the system crashed even harder. Does the below error mean the same thing as the up to "up" variable?
 

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Astfgl66

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Yes it means somewhere something is trying to call the variable up instead of the string "up".
As this does not happen in my test project (that's only yanfly's suite and my qte plugin) it's most likely one of two things:

A: You've written an incorrect script call and forgotten quotation marks somewhere.
B: You're using some other plugin that messes with mine.
 

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