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Hi, I want to make a question.

every time I go to load the plugin, an error message like this appears, and I was wondering how I solve the problem. Thanks.

Sorry for the bad English, it's not my native language.View attachment 217299
You need to copy the arrow images from the demo that Rockenberg posted a few posts before, then paste them into the img/system folder of your own project.

Also, the notetags in the demo don't exactly work as they are there, at least not when I tried them.

The demo gives 0s in the 3rd position, but this causes the attacks to have no attack power. The notetag setup on the skill you set up needs to be something like follows:

<tba down ArrowDown 110 3 64 0>
<tba left ArrowLeft 136 3 64 0>
<tba up ArrowUp 190 4 64 0>
<tba up ArrowUp 210 3 64 0>

That causes a small amount of damage (64 HP, I believe) 4 times in a row, displaying the general arrows for the correct arrow keys. The speed of the first 2 arrows that occur at 110 and 136 is 3, then the next at interval 190 is 4, to make things interesting, and then the last one at 210 is also speed 3. This is a fairly gentle attack that doesn't do a huge amount of damage, depending on the HP of your enemy, of course.

The next has more directions, so is more difficult for the player, but causes more damage:
<tba down ArrowDown 110 3 66 0>
<tba left ArrowLeft 136 3 66 0>
<tba down ArrowDown 166 3 66 0>
<tba left ArrowLeft 177 3 66 0>
<tba up ArrowUp 190 3 66 0>
<tba up ArrowUp 210 3 66 0>

You can hopefully see what the general set up needs to be from those. I haven't quite figured out how the arrows being displayed differing from the arrow direction that the player needs to press works out yet. I can't see how that even works, apart from as a kind of 'fake' move, but there's no way of countering it, as far as I can see, so it seems a little broken. I might be doing something wrong, or just don't get it, but I haven't implemented this in the game I'm working on yet, just straightforward attacks similar to the ones above.

@Rockenberg I still get occasional times when there's a kind of bug that causes the overlay to go slightly discoloured, then when you try to press the arrow key, the game crashes, whichever key you press. Is this a bug you and the Gamefall Team are aware of? Did you manage to get it ironed out, if so? It happens about 20% of the time I gametest with this battle system.
 

Fangzarie

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First of all, huge thanks to @Rockenberg for updating this plugin and keeping it alive and Temfey for making it in general, I have had a blast using it so far this past few days.

I was wondering if there was a way to change the "hitSound" to match the character that is doing the attack. For example instead of the "chime" sound that is made perhaps I could change it to bones rattling it the player is fighting a skeleton boss? Would there be a plugin command for this or a way to work around? Or perhaps a way to change what sound to use within the notetags itself.
 
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Rockenberg

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I could've sworn I posted the updated version, but I'll attach the most recent version of the timedattacks plugin that I've been using. Hopefully the update answers questions and fixes issues that most people are coming across. I recommend keeping a backup of the older version in the event that this update causes compatibility issues. I'll try to update the demo as well when I get the chance.

Again I didn't make this plugin, I just commissioned @BlueMoon to help make it more viable and they're amazing at what they've done!
 

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Showsni

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turns out you can just hold down the keys and you'll automatically hit everything
Yeah, I'm having the same issue with the updated version, though the older version from the demo several posts back doesn't have this problem. (The demo itself doesn't seem to work, though, the trigger arrows don't appear).
 
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I could've sworn I posted the updated version, but I'll attach the most recent version of the timedattacks plugin that I've been using. Hopefully the update answers questions and fixes issues that most people are coming across. I recommend keeping a backup of the older version in the event that this update causes compatibility issues. I'll try to update the demo as well when I get the chance.

Again I didn't make this plugin, I just commissioned @BlueMoon to help make it more viable and they're amazing at what they've done!
Yo, MissEffects don't seem to be able to activate common events.

Basically, what I've done is make it so the miss effect is a skill that A: Does no damage and B: performs a Common Event that increases a variable by one, when this variable reaches a certain number another event is supposed to happen, said event does not happen,
 

Fangzarie

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Hey its me again, is there a way to make it so that the pitch of the audio when you hit a note does not scale up, along with my initial suggestion about making each directional note have a different sound?

I understand that the later request is something I'd probably have to commission which I would be fully willing to pay for however it would really help me out if I could get rid of that pitch scaling issue. Is it just an issue on my end, if so how do I stop it?
 
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Hey, I'm having problems with this plugin.
I know absolutely NOTHING about coding, or doing any script editing, so getting as far as I did already with this took me hours and I have no idea what I'm doing or how to fix it.

So I have the stuff falling from the screen, and when you press the buttons, it does actually respond and do the damage. So I have the thing that starts the rhythm game set as an item, so you click the item during battle and then the arrows fall and you have to click on them. However, if you click a button too early, it does this thing.
Screenshot 2023-06-01 173605.png
It also does this if you accidently click another button that isn't an arrow button while the rhythm sequence is going, like if I accidently click the 'enter' key.
I have NO CLUE how to make it stop doing this.
Screenshot 2023-06-01 173335.png

That's an image of one of the item you click during battle to activate the rhythm sequence.
I also can't figure out the damage of the sequence either? Like, whether you miss an arrow or hit one, it just all counts as hits for the item. So like, I'll have four arrows fall from the screen, and miss every single one, and then it does 4 hits of damage to the enemy, every time it's always the damage of the item, which I have set to 2 points of damage per hit right now. So it always hits no matter what I press, and I don't know now to not have that happen.

Screenshot 2023-06-01 173348.png
I have the hit and miss effects as skills, which I suspect to be the actual main problem of everything, I just don't know if I did these right.
Screenshot 2023-06-01 173358.png
I also put the skills into the actor's trait box, don't know if I should or not.

Screenshot 2023-06-01 173421.png
I think I'm supposed to write something in the noteboxes of the skills, but I have no idea what. I don't know how notetags work at all. I want the way the game to work is that when you correctly click a arrow, you do damage, or a hit. If you miss, then you miss, you do no damage. Just a simple hit or miss. Also, the skills won't show up on my menus? Like in the character menu and the battle menu? Is it supposed to be like that?
I would appreciate any help because I'm really just a noob trying to make a game for fun, and I have zero clue on what's happening or how to fix it. Thanks!
 

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    Screenshot 2023-06-01 173421.png
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RMVXA
Hey, I'm having problems with this plugin.
I know absolutely NOTHING about coding, or doing any script editing, so getting as far as I did already with this took me hours and I have no idea what I'm doing or how to fix it.

So I have the stuff falling from the screen, and when you press the buttons, it does actually respond and do the damage. So I have the thing that starts the rhythm game set as an item, so you click the item during battle and then the arrows fall and you have to click on them. However, if you click a button too early, it does this thing.
View attachment 263944
It also does this if you accidently click another button that isn't an arrow button while the rhythm sequence is going, like if I accidently click the 'enter' key.
I have NO CLUE how to make it stop doing this.
View attachment 263946

That's an image of one of the item you click during battle to activate the rhythm sequence.
I also can't figure out the damage of the sequence either? Like, whether you miss an arrow or hit one, it just all counts as hits for the item. So like, I'll have four arrows fall from the screen, and miss every single one, and then it does 4 hits of damage to the enemy, every time it's always the damage of the item, which I have set to 2 points of damage per hit right now. So it always hits no matter what I press, and I don't know now to not have that happen.

View attachment 263947
I have the hit and miss effects as skills, which I suspect to be the actual main problem of everything, I just don't know if I did these right.
View attachment 263948
I also put the skills into the actor's trait box, don't know if I should or not.

View attachment 263949
I think I'm supposed to write something in the noteboxes of the skills, but I have no idea what. I don't know how notetags work at all. I want the way the game to work is that when you correctly click a arrow, you do damage, or a hit. If you miss, then you miss, you do no damage. Just a simple hit or miss. Also, the skills won't show up on my menus? Like in the character menu and the battle menu? Is it supposed to be like that?
I would appreciate any help because I'm really just a noob trying to make a game for fun, and I have zero clue on what's happening or how to fix it. Thanks!
Hey AccordionMaster! First of all, cool username! Secondly, I have minimal coding knowledge too, so don't really know what I'm doing, but at a guess from what you've posted, you might need to change some of the variables in the item notes. The 4th number in the array is the number of a skill that's being triggered, so these should be '16' not '15', I believe, if you want them to hit as the arrows look like they're appearing in the correct direction. You would only want them to select '15' as the 4th variable if it's a sort of 'false' direction to trip the player up when the arrows don't match, but as you've got 'up' with 'ArrowUp' and so on, they should all match, so the 'miss/15' skill isn't required here. The 3rd number in the array is just the 'birthtime' or the amount of time that the system waits before it spawns the arrows, so it's doing that at 16 frames after the system is started. The details are posted in the plugin's main info, so have a sift through them to check out the full set up background. Playing around through trial and error is the way I get there as well (but it's annoying when you're like me and make so many errors that it doesn't feel you're getting anywhere!)!

I'd like to add that I love Fangzarie's suggestion about changing the tone of the arrows hitting so that it doesn't go up each time to being able to select the pitch, then it'd be possible for people to play simple tunes and stuff, wouldn't it? In the code, at line 1487, there's this statement:

this.tbaSoundPitch += 5;

That looks like the part where it increases the pitch by 5 each correct hit. I'm not sure exactly what you were intending, Fangzarie, but if you just wanted the pitch to stay the same, setting it as 0 instead of 5 should do the job. If you wanted some kind of tunes, that would involve conditional coding that are way beyond my lame skills, but someone else here might be able to help with that.
 
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The forum stalled for a second and I thought I got banned for using 1 swear word. :kaoswt2:
Today years old when I realized I can track Last Skill ID used as a variable... natively in engine....

*sighs in reconstructing skill system*
Well, another class starts tomorrow. About 2 weeks of teaching them virtually and then they arrive on campus for about 4 weeks of in-person instruction. The next batch of Snorlax Acolytes is hopefully ready to go!
I notice that my examples are so often based on what Fallout and Skyrim did.
Yet none of my games have anything based on anything Fallout or Skyrim did.
Isn't that funny?

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