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- Oct 26, 2015
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Timed Button Attacks v1.2.0
TamFey
Introduction:
This plugin adds a minigame similar to Dance Dance Revolution or Stepmania to the combat system. It changes the way skills and items work in combat. Instead of just starting an animation and an effect, skill/items will start a small minigame, where icons appear on the top part of the screen. These icons move downwards and when they reach a certain area, the player has to press the arrow keys. The plugin will then start different animations and effects depending on whether the player hit the button correctly or not.
Features:
- Add an active component to your battles.
- Use any PNG you want as a timed button.
- Easy customization.
- Use notetags on equipment to change button speed.
- Use Yanfly's Action Sequence notetags to create the hit/miss effects.
Screenshots:
The system in action
Preview for asset pack 2
Notebox example
How to Use:
Create timed buttons with this notetag:
Example:
Randomness:
Randomness Example:
Modify the speed of timed buttons with this notetag (only for equipment):
Speed modifiers don't apply to skills with the following notetag:
Set up the hit/miss effects for your skills by using Yanfly's Action Sequence notetags. This plugin uses the 'target actions' to determine the effects of timed buttons.
More information on Action Sequences here: http://yanfly.moe/2015/10/11/yep-4-action-sequence-pack-1/
<tba [type] [icon] [birthtime] [speed] [hitEffect] [missEffect]>
This notetag adds a button with the specified parameters to a skill/item.
[type] - 'up', 'down', 'left' or 'right'- determines the column that the button will appear in.
[icon] - the icon that is used for the button. (i.e. ArrowUp)
NOTE: Icons have to be located in the '/img/system/' folder of your project.
[birthtime] - The number of frames the game is going to wait before spawning the button. time is measured from the start of the action. (60 frames = 1 sec)
[speed] - The number of pixels the button is going to move every frame.
[hitEffect] - the ID of the skill that is used when the player hits the button.
[missEffect] - the ID of the skill that is used when the player misses the button.
IMPORTANT: Skills/items with at least one of these notetags will not process action sequence notetags of the type 'whole actions' and 'target actions'.
Example:
<tba up ArrowDown 110 3 5 11>
This notetag will create a button in the 'up' column. The button will have the icon 'ArrowDown'. It will be spawned 110 frames after the action started (~1.85 sec). It will move 3 pixels per frame. When the player hits it correctly, skill #5 will be used, else skill #11 will be used to determine its effect.
Randomness:
You can add randomness to the spawntimes of buttons by adding 'rX' at the end of the notetag, where X is a positive integer.
Randomness Example:
<tba down ArrowDown 1 2 4 12 r60>
this button will spawn sometimes between frame 1 and frame 61 of the attack.
Modify the speed of timed buttons with this notetag (only for equipment):
<tba speed [operator] [value]>
Equipment pieces with this notetag modify the speed of all buttons as long as they are worn.
[operator] - 'increase', 'decrease', 'divide' or 'multiply'. - determines how the speed will be modified.
[value] - determines how big the effect of the modifier is.
NOTE: No matter how many modifiers are applied to a button, its speed can't become lower than 1.
Speed modifiers don't apply to skills with the following notetag:
<tba no modifiers>
Set up the hit/miss effects for your skills by using Yanfly's Action Sequence notetags. This plugin uses the 'target actions' to determine the effects of timed buttons.
More information on Action Sequences here: http://yanfly.moe/2015/10/11/yep-4-action-sequence-pack-1/
Demo:
Get the demo here.
Note: The demo uses v1.0.0 of the plugin. Make sure to get the newest version below.
Note: The demo uses v1.0.0 of the plugin. Make sure to get the newest version below.
Plugin:
Get the plugin here. This version doesn't work anymore. Check @Badab0um11 's post on page 3 for an up to date version.
Important Notes:
This plugin requires Yanfly's Battle Engine Core to work.
You should also get the Action Sequence Packs, since this plugin uses them to determine the effects of timed buttons.
Terms of Use:
This plugin and and all the assets in the asset packs are free for use with both non-commercial and commercial RPG Maker games.
Feel free to adapt/modify/redistribute the plugin as long as you provide proper credits.
Credits:
- TamFey
- Thanks to Yanfly for the awesome battle engine
Changelog:
v1.2.0:
- Added the possibility to change the direction that buttons travel.
- Added mouse/touch input.
v1.1.0:
- Added the possibility to randomize button spawntimes.
- Fixed issues with displaying the combo variables.
v1.0.1:
- Fixed issues with enabling/disabling the plugin.
View attachment TamFeysTBAAssetpack1.zip
View attachment TamFeysTBAAssetpack2.zip
Last edited: