Astfgl66

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Please send me a screenshot of your plugin parameters.
It seems to be crashing when trying to eval your icon array parameter so something fishy must be going on in there.

I'm still looking into the action sequence crashing. It doesn't look good for now, as it seems to be an interaction between my plugin and yanfly's but I can't find where they overlap.
 

nanashiXz

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Please send me a screenshot of your plugin parameters.
It seems to be crashing when trying to eval your icon array parameter so something fishy must be going on in there.

I'm still looking into the action sequence crashing. It doesn't look good for now, as it seems to be an interaction between my plugin and yanfly's but I can't find where they overlap.

You got it! I'll send over all the screen shots I have. Including how it is working but not showing anything anymore. If I can do anything to help test this, please let me know. I will send over the plugins I have and whatever you need.
 

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Astfgl66

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Yeah, it's just like I thought You have put a wrong datatype into the parameters.
This plugins draws icon from your iconset to use as a way to display QTE inputs.
You're going to have to make or find icons for arrows and buttons you'd like to use, put them into your iconset and then reference their index in the plugin parameters.
Here's how it should look like.
rmfxM8d.png


No news about action sequences not working properly. Still have no idea what causes it.

Spoiler'd below is my very ugly template iconset for testing purposes.
kIn1wpj.png


Indexes start from 0 for the first empty space. You can find the iconindex without having to count by going into any window that has you choosing an icon and looking at the bottom left part of the UI window: notice how guard is icon n*81, it's also writen on the spell itself once you've chosen an icon as you can see.
2QjkZXY.png
 
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nanashiXz

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Perfect! I have reset the parameters for the IconSet arrays and the icons appear as needed. And your array isn't ugly! It looks like it mathces perfectly. So far each test has pulled up my janky looking icon until I put some better ones down. Unfortunately the script call with <setup array> is the one that will actually cast the spell (pass or fail no matter what), but the skill name won't be shown as a call as if the character casts it. On the other hand <whole array> will call the skill name, but won't cast. I'll leave it as is just in case I screw it up further. I can run other tests if you want.
Yeah, it's just like I thought You have put a wrong datatype into the parameters.
This plugins draws icon from your iconset to use as a way to display QTE inputs.
You're going to have to make or find icons for arrows and buttons you'd like to use, put them into your iconset and then reference their index in the plugin parameters.
Here's how it should look like.
rmfxM8d.png


No news about action sequences not working properly. Still have no idea what causes it.

Spoiler'd below is my very ugly template iconset for testing purposes.
kIn1wpj.png


Indexes start from 0 for the first empty space. You can find the iconindex without having to count by going into any window that has you choosing an icon and looking at the bottom left part of the UI window: notice how guard is icon n*81, it's also writen on the spell itself once you've chosen an icon as you can see.
2QjkZXY.png
 

arsMori

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Good morning!

Is it possible to change the color for the note display for rhythmic QTE or change it to an image?
 

KeniisuGG

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I found this plugin to be incredibly useful, thanks for making it!
 

Maja McCloud

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Hi there!
First: What a great plugin! Love it!

But know I have a problem:
I testet it in a blank projekt and everything workted fine.
But when I put my event into my projekt, right when I start testplayed, it says:

TypeError
Cannot read property 'getResult' of undefined


And that befor even the title screen shows...

Help, please???


Just in case, this is the first page of my event:

Screenshot (77).png



I found out that

SumRndmDde's TitleMapBackground Plugin is causing the problem...
But I neeed that Plugin! Anybody any Idea in how to fix that?
 
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zerobeat032

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I had a question about this. is it possible to use a free sequence during an enemy's attack that will actually refer to the actor's skills? I was trying to have defensive skills be available during certain enemy attacks. I can't seem to get it to work though, but I'm also not sure if it's meant to in the first place...

eval: $gameMap.QTE(["free",2,"cancel"],300,[],true)
eval: $gameMap.castSkillMatch(target,user,9)

I'm using this and I basically reversed target and user, but it says no skill match can be found. though on that end, I'm not sure if I'm supposed to have more here or not since I haven't really used free sequence at all. I did put <qteSeq:["ok"]> on an actor's attack to test it, but it doesn't seem to work.

If this is even possible, is there something I'm missing???
 

Astfgl66

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Hmm, I don't see something obvious that would stop this from working.

For it to work you need the actor to have a skill with a QTE sequence that matches the free input though. Which guessing you have a "no skill match" message is what's going wrong.

So if your actor wants to counter with an attack by pressing up up, his attack skill needs to have <qteSeq:["up","up"]> in a notetag for example.
 

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