- Joined
- Jul 30, 2013
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- RMMV
Okay ... do you see what you can do !!!![]()
I do see what I will do!
Okay ... do you see what you can do !!!![]()
I do see what I will do!
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?
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" ???
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!
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" ???![]()
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 believe the next timed attack will be this setup, check out his previous YouTube video for a teaserTo 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!
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).
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!
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.
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!![]()
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 ?
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.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?