Timed Attack: Clock

SumRndmDde

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Timed Attack: Clock


by SumRndmDde


Version 1.00


 


 








 




What This Plugin Does:


This is another Timed Attack system that is based of off the ring or clock system from Shadow Hearts.


Basic Setup:


This Plugin requires the Timed Attack Core.


Have both the Timed Attack Core installed and the Timed Attack: Clock installed underneath it.


Next, use the following Notetags inside the Skill you wish to use the "Timed Attack System":

Code:
<Timed Attack: clock>
<End Timed Attack>


Advanced Setup:


Once you can set up all of the basic stuff and have it working, you can start to use "attributes".


You can assign attributes to a Skill's Timed Attack by placing things in between the two Notetags:

Code:
<Timed Attack: clock>
Speed: 5
<End Timed Attack>
This would make it so this Skill's Timed Attack will move at a Speed of 5.


All of the available attributes are listed in the Parameters and in the "Help" section of the Plugin.


Furthermore, you can set up all the default values for every "Timed Attack" in the Parameters.


Using "attributes", one can make it so Skills are all slightly different from one or another.


Setting up Targets:

Code:
<Timed Attack: clock>
Target 1: 150, 180, #00ff00, 1
Target 2: 220, 260, #0000ff, 1
<End Timed Attack>
As shown above, one can set up multiple targets per each Clock Timed Attack.


There can be a maximum of 5 Targets per each Timed Attack.


Each target has four properties:
– Start Position
– End Position
– Color
– Power


They must be separated with commas in that order.


The Start/End Positions are based off of angular degrees (example: 0 – 360)


The Color can just be any JavaScript of HTML color


The Power determines how effective hitting this part will be.
1 is about the default amount, but it can be given more of less power (such as 0.5 for half power or 2 for double power). This will be reflected in the $gameTemp.tas_power


Screenshots:

image-2.png


image03.png



Download:


You can download the Plugin here:


http://sumrndm.site/timed-attack-clock/


Terms of Use:


Terms of Use for my Plugins can be found here:


http://sumrndm.site/terms-of-use/


Change Log:


Version: 1.00:


Sublime Text birthed this Plugin. I helped. :)
 
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MyLegGuy

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Thanks for this, SumRnDMDde! This will be perfect for my game where you can do 4,382,048,329 palm and hit vital points.
 

Lionheart_84

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I have a question ...


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


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

boomy

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I have a question ...


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


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

Not sure why you want the target as big as the background image... but if you want the entire target to be the image then as a notetag:


Start Position: 0


End Position: 360


Target 1: 0, 360, rgba(128, 128, 128, 1), 1
Makes it almost like a QTE (quick time event)

Unless you mean you want the target area to have the same radius as your background image. You can adjust that by setting the target radius using the notetag
Length: 50
Note increasing this number increases the size of the clock etc.

And clock custom? Sorry not sure what that means.
 

Lionheart_84

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Not sure why you want the target as big as the background image... but if you want the entire target to be the image then as a notetag:


Start Position: 0


End Position: 360


Target 1: 0, 360, rgba(128, 128, 128, 1), 1
Makes it almost like a QTE (quick time event)

Unless you mean you want the target area to have the same radius as your background image. You can adjust that by setting the target radius using the notetag
Length: 50
Note increasing this number increases the size of the clock etc.

And clock custom? Sorry not sure what that means.


Thanks for your advice!!! BD  


knowing the custom clock ...


A command in the menu where you can add the target on the clock of the characters using objects: The Ring Soul ...


The Ring Soul is useful because each time it is found it will give Actor an Attack Boost item.  Added to the ring of any character, this item allows an extra hit area to be added to the ring.  This, of course, means that more damage can be inflicted when using a normal attack as there are more chances for getting strike and critical attacks.


It is especially useful for the characters whose default ring setting only has one attack.  


Each character has a maximum number of attacks that can be on the ring.  If you used all 16 Attack Boosts this list shows the maximum attacks each character
could have.  There are 8 characters and 16 Attack Boosts: 2 eachThe Ring Soul is useful because each time it is found it will give player an
Attack Boost item.  Added to the ring of any character, this item allows an extra hit area to be added to the ring.  This, of course, means that more
damage can be inflicted when using a normal attack as there are more chances for getting strike and critical attacks.  It is especially useful for the
characters whose default ring setting only has one attack. Each character has a maximum number of attacks that can be on the ring.  If you
used all 16 Attack Boosts this list shows the maximum attacks each character
could have.  There are 8 characters and 16 Attack Boosts: 2 each.

Code:
Character  Default Target  Maximum Target

Actor 1:      3                 5
Actor 2:      1                 3
Actor 3:      2                 4
Actor 4:      2                 4
Actor 5:      3                 5
Actor 6:      1                 3
Actor 7:      1                 3
Actor 8:      3                 5
 

SumRndmDde

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Not sure why you want the target as big as the background image... but if you want the entire target to be the image then as a notetag:


Start Position: 0


End Position: 360


Target 1: 0, 360, rgba(128, 128, 128, 1), 1
Makes it almost like a QTE (quick time event)

Unless you mean you want the target area to have the same radius as your background image. You can adjust that by setting the target radius using the notetag
Length: 50
Note increasing this number increases the size of the clock etc.

And clock custom? Sorry not sure what that means.


Yes, this reply is perfect, thank you for answering that question! <3

Thanks for your advice!!! BD  


knowing the custom clock ...


A command in the menu where you can add the target on the clock of the characters using objects: The Ring Soul ...


The Ring Soul is useful because each time it is found it will give Actor an Attack Boost item.  Added to the ring of any character, this item allows an extra hit area to be added to the ring.  This, of course, means that more damage can be inflicted when using a normal attack as there are more chances for getting strike and critical attacks.


It is especially useful for the characters whose default ring setting only has one attack.  


Each character has a maximum number of attacks that can be on the ring.  If you used all 16 Attack Boosts this list shows the maximum attacks each character
could have.  There are 8 characters and 16 Attack Boosts: 2 eachThe Ring Soul is useful because each time it is found it will give player an
Attack Boost item.  Added to the ring of any character, this item allows an extra hit area to be added to the ring.  This, of course, means that more
damage can be inflicted when using a normal attack as there are more chances for getting strike and critical attacks.  It is especially useful for the
characters whose default ring setting only has one attack. Each character has a maximum number of attacks that can be on the ring.  If you
used all 16 Attack Boosts this list shows the maximum attacks each character
could have.  There are 8 characters and 16 Attack Boosts: 2 each.



Character Default Target Maximum Target

Actor 1: 3 5
Actor 2: 1 3
Actor 3: 2 4
Actor 4: 2 4
Actor 5: 3 5
Actor 6: 1 3
Actor 7: 1 3
Actor 8: 3 5


That looks cool, but I'm afraid I'm not interested in creating such a specific system. Sorry :p


Maybe you could create something by having armors manipulate the Skills the Actors have, or use Action Sequences to change what happens based off of equipments. :)
 

Lionheart_84

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Yes, this reply is perfect, thank you for answering that question! <3


That looks cool, but I'm afraid I'm not interested in creating such a specific system. Sorry :p


Maybe you could create something by having armors manipulate the Skills the Actors have, or use Action Sequences to change what happens based off of equipments. :)


Ah, ok !!! There I also thought I to do so !!! ;)


However, since I had asked him, here is the video link !! (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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Wilkituska

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You have some really cool and original plug-ins in here! It's refreshing to see someone with actually new ideas, specially if those ideas are for minigames, because there is a serious minigame scarcity since VX. Keep up the good work!
Also, a question. For us, front-view battle developers, how does the clock graphic display? Centered?

Anyway, thanks for the plug-in, I'll be waiting for more!
 

SumRndmDde

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You have some really cool and original plug-ins in here! It's refreshing to see someone with actually new ideas, specially if those ideas are for minigames, because there is a serious minigame scarcity since VX. Keep up the good work!
Also, a question. For us, front-view battle developers, how does the clock graphic display? Centered?

Anyway, thanks for the plug-in, I'll be waiting for more!


To be honest, I'm not really sure. I think I tried it once and the "Actor Battler Sprites" were apparently invisible and positioned on top of the Actor Status Window. 


It might work well if you're using Yanfly's Battle Engine Core and have the face images along the status window, though I honestly have no idea.
 

SumRndmDde

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Ah, ok !!! There I also thought I to do so !!! ;)


However, since I had asked him, here is the video link !! (minute 4.20)










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


You could probably set up a Skill Shop using another Plugin and use that to "purchase" different Timed Attacks.


(Oops, double posted when I meant to edit the original post, sorry about that. The quote button opened a new comment instead of adding it to my edit. T_T)
 
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Lionheart_84

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You could probably set up a Skill Shop using another Plugin and use that to "purchase" different Timed Attacks.


(Oops, double posted when I meant to edit the original post, sorry about that. The quote button opened a new comment instead of adding it to my edit. T_T)


ok ... and for the clock shop like in the video ???
 

SumRndmDde

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ok ... and for the clock shop like in the video ???


I'm not exactly sure what the clock shop does, even from the video, but like I was saying, you could probably set up a Skill Shop and purchase Skills that each have their own Clock Timed Attacks set up.
 

ashikai

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I'm not exactly sure what the clock shop does, even from the video, but like I was saying, you could probably set up a Skill Shop and purchase Skills that each have their own Clock Timed Attacks set up.
As a die hard Shadow Hearts fan I can confirm that that's pretty much exactly what the clock shop is. 
 

Vassim74

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Would it be possible to make it so that you'll still deal some damage if you hit some of the targets but let the clock time out? I noticed that even if you hit 1 or 2 targets but let the timer run out instead of hitting anything, it'll automatically deal 0.

EDIT: Would it also be possible to set a parameter for how many times you want the clock to cycle instead of having it repeat indefinitely?
 
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