SumRndmDde's Timed Attack Core

Lionheart_84

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I saw that you have created the clock plugin !!! Congratulations!!! it's beautiful!!! :guffaw: :guffaw: :guffaw:


how can I make the target as big as the "Background Image" ???


you can also create a system "clock custom" ??? :p


Also ... you could not recreate the red and yellow areas as shadow hearts ??? :D


It can do that the effect of status spells is determined by the clock ??? example ... if I make a magic that the clock with three targets and hit them all, the effect of haste for example lasts 5 turns. but if I miss someone, the effect of haste will only last 3 turns!!! figured out how ??? ;)
 
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wrigty12

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Another suggestion: can you allow, either through an addon plugin or just a different notetag, the option to have a small version of the bar over the actor using the skill (like your clock plugin) instead of a huge one over the entire screen?
 

Lionheart_84

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This video shows that it is possible to add status based on the success of the "timed attack" !!! but also it applies to the "Time attack clock" ???
 

ashikai

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This was exactly what I was looking for. EXCELLENT WORK THUS FAR!
 

SumRndmDde

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Another suggestion: can you allow, either through an addon plugin or just a different notetag, the option to have a small version of the bar over the actor using the skill (like your clock plugin) instead of a huge one over the entire screen?


Sure, I'll make that happen later.

This video shows that it is possible to add status based on the success of the "timed attack" !!! but also it applies to the "Time attack clock" ???


Yes, since all the Timed Attacks use $gameTemp.tas_power, it will work for all of them.
 

emelian65

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This is beautiful, thank you so much for all your effort.


I have a question for the clock attack, can we make so if the actor fails even one of the targets the skill fails completely? is it possible?


Again thank you!
 

Lionheart_84

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This is beautiful, thank you so much for all your effort.


I have a question for the clock attack, can we make so if the actor fails even one of the targets the skill fails completely? is it possible?


Again thank you!


in effect on shadow hearts works just as well, we hope that SumRndmDde knows how to fix this !!!s !!! ;)


@SumRndmDde



I have a question ...


how can I make the areas as big as the "Background Image" ???


you can also create a system "clock custom" ??? :p
 
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SumRndmDde

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This is beautiful, thank you so much for all your effort.


I have a question for the clock attack, can we make so if the actor fails even one of the targets the skill fails completely? is it possible?


Again thank you!


You may want to check out this video:











in effect on shadow hearts works just as well, we hope that SumRndmDde knows how to fix this !!!s !!! ;)


@SumRndmDde



I have a question ...


how can I make the areas as big as the "Background Image" ???


you can also create a system "clock custom" ??? :p


You need to increase the "length" property.


Also, what's the custom clock system? Could you link me to a video?
 

Lionheart_84

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You may want to check out this video:














You need to increase the "length" property.


Also, what's the custom clock system? Could you link me to a video?


I noticed that if you mess up all the targets, the attack will fail ... and from here ok ... just that if an attack is composed of two or more targets, even if you hit someone the attack is not executed.
example:
If I on a skill I have 3 target, I can not hit the first two and the third I miss, however, the attack does not run ...
this means that if I miss all 3 of the target will not run attack, if instead of three will target at least one hit, then the attack must still be done, maybe the damage should be reduced ... !!! figured out how ???


Here is the link of the video custom clock (Ring Spirit)!!  (minute 4.20)










You can add the "clock" even in the shops ??? as shown in the video at minute 18:55 ??? :D
 
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Doktor_Q

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Is it possible to do the reverse to make a "timed defense" against enemy attacks? Say, when the enemy attacks, a bar appears and you have to press the button to parry incoming attacks, with higher tas_power reducing their damage (via formula or action sequence).
 

wrigty12

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To continuously add to your amazing system here, may I also request pressing buttons (OK, Cancel, Up/Down/Left/Right) as they appear as another "timed game" for a timed attack? Like either have the skill spit out 4 random buttons, one at a time, and the more you press correctly (and in time) the better the $gameTemp.tas_power will be, or have the skill always have the same 5 buttons, etc.


Again this comes from Paper Mario, specifically like Vivian's Fiery Jinx (Direct Video Link).


Keep up all the good work!
 
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Doktor_Q

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On the note of Paper Mario's timed hits, there's also the "charge" type, where you need to hold down a button until it fills to the right point-basically just swapping button down and button up, compared to the default.
 

boomy

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To continuously add to your amazing system here, may I also request pressing buttons (OK, Cancel, Up/Down/Left/Right) as they appear as another "timed game" for a timed attack? Like either have the skill spit out 4 random buttons, one at a time, and the more you press correctly (and in time) the better the $gameTemp.tas_power will be, or have the skill always have the same 5 buttons, etc.


Again this comes from Paper Mario, specifically like Vivian's Fiery Jinx (Direct Video Link).


Keep up all the good work!
I believe the next timed attack will be this setup, check out his previous YouTube video for a teaser 
 

Nanaya

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Thanks for the update. The user.clearActions() being fixed, I can focus on plenty of cool application.


By the way, could it be possibible to make the cursor image (not the generated cercle) turing on himself or shrink _with(in)_ a background image ?
 

SumRndmDde

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Is it possible to do the reverse to make a "timed defense" against enemy attacks? Say, when the enemy attacks, a bar appears and you have to press the button to parry incoming attacks, with higher tas_power reducing their damage (via formula or action sequence).


Currently that is not an available function, though I do have plans to create a series of "Timed Defense" plugins in the future.

To continuously add to your amazing system here, may I also request pressing buttons (OK, Cancel, Up/Down/Left/Right) as they appear as another "timed game" for a timed attack? Like either have the skill spit out 4 random buttons, one at a time, and the more you press correctly (and in time) the better the $gameTemp.tas_power will be, or have the skill always have the same 5 buttons, etc.


Again this comes from Paper Mario, specifically like Vivian's Fiery Jinx (Direct Video Link).


Keep up all the good work!


As @boomy mentioned, that is what the next Timed Attack will be. Stay tuned if you want to get it asap! ^^

On the note of Paper Mario's timed hits, there's also the "charge" type, where you need to hold down a button until it fills to the right point-basically just swapping button down and button up, compared to the default.


Yeah, I was thinking of doing something like this in the future. Should be pretty simple.

Thanks for the update. The user.clearActions() being fixed, I can focus on plenty of cool application.


By the way, could it be possibible to make the cursor image (not the generated cercle) turing on himself or shrink _with(in)_ a background image ?


I have added the new "Background Image" property to the Circle Timed Attack.


You can now use it to have background images appear underneath the Circle.


Let me know if it works! :D
 

Nanaya

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I have added the new "Background Image" property to the Circle Timed Attack.


You can now use it to have background images appear underneath the Circle.


Let me know if it works! :D


I've tried this morning, and it's great ! ^^


Side question : is it possible to have conditionnal timed attack ?


Like, if the first is failed, then the next one won't come ?
 
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Doktor_Q

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I've tried this morning, and it's great ! ^^


Side question : is it possible to have conditionnal timed attack ?


Like, if the first is failed, then the next one won't come ?


When integrated with action sequences, that should be pretty simple- just have the next timed attack inside a conditional block based on tas_power. I assume you're doing something like "keep going until you fail" with that?


Related: Since cursor speed is an eval, you could link it to one of the game variables. Then, just increase the variable each time you clear a timed attack to make them successively get faster without needing ~10 different skills to provide different speeds. Just remember to reset the variable at the start of each new attack.
 

Nanaya

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When integrated with action sequences, that should be pretty simple- just have the next timed attack inside a conditional block based on tas_power. I assume you're doing something like "keep going until you fail" with that?
Yeah,  sort of : one of my subclass (aka specialisation) gain more attacks, based one their current level. So, I'll like to force the "timed attack" as many time as the class allows him.


To do so, I was thinking of making a "for" loop. Maybe I should retry now, but last time I check I simply couldn't.


I might seems a stupid question, but how would you make the "if syntax" with action sequence ? The standard "if (condition) {}" seems not very working...
 
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