Template:VisuMZ QTE and Trigger System Plugin Commands

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The following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command.

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Game Over Plugin Commands

GameOver.png

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QteTriggerSys Command1.png

Game Over: Setup Common Event
- Sets up a Common Event that will run upon receiving the next Game Over.

  Common Event ID:
  - Setup the Common Event to run when the next Game Over occurs.

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QteTriggerSys Command2.png

Game Over: Clear Common Event
- Clears any Common Events designated to run for the next Game Over.

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Promise Plugin Commands

SwVarTrigger.png

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QteTriggerSys Command3.png

Promise: Switch State Trigger
- Creates a one-time trigger for specified Switch to run the specified
  Common Events when Switch state changes.

  Switch ID:
  - What is the ID of the Switch to promise a trigger to?

  Common Event ID(s):
  - Select which Common Event(s) to run upon trigger.

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QteTriggerSys Command4.png

Promise: Variable Value Trigger
- Creates a one-time trigger for specified Variable to run the specified
  Common Events when Variable value changes.

  Variable ID:
  - What is the ID of the Variable to promise a trigger to?

  Common Event ID(s):
  - Select which Common Event(s) to run upon trigger.

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QteTriggerSys Command5.png

Promise: Item Quantity Trigger
- Creates a one-time trigger for specified Item to run the specified Common
  Events when Item quantity changes.

  Item ID:
  - What is the ID of the Item to promise a trigger to?

  Common Event ID(s):
  - Select which Common Event(s) to run upon trigger.

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QteTriggerSys Command6.png

Promise: Weapon Quantity Trigger
- Creates a one-time trigger for specified Weapon to run the specified
  Common Events when Weapon quantity changes.

  Weapon ID:
  - What is the ID of the Weapon to promise a trigger to?

  Common Event ID(s):
  - Select which Common Event(s) to run upon trigger.

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QteTriggerSys Command7.png

Promise: Armor Quantity Trigger
- Creates a one-time trigger for specified Armor to run the specified Common
  Events when armor quantity changes.

  Armor ID:
  - What is the ID of the Armor to promise a trigger to?

  Common Event ID(s):
  - Select which Common Event(s) to run upon trigger.

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QTE Plugin Commands

VisuMZ.142.jpg

Timed Hits with Action Sequences by Arisu

2024 January 25

Here's how you can create Timed Hits using the VisuStella MZ Battle Core and QTE and Trigger System plugins through Action Sequences! Includes ways for both the player to attack enemies with and to defend from enemies with.

Read MorePreviously Featured Articles


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QTE: Clear Current QTE
- Clears the currently existing QTE.

Added in version 1.01.

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QteTrigger ButtonMash.gif

QteTriggerSys Command8.png

QTE: Button Mash (OK)
- Starts a Button Mash QTE session.
- Only one QTE can occur at a time.

  Trigger Variable ID:
  - Select which Variable ID to keep track of how many times the OK button
    has been pressed.
  - Use 0 to not track.

  Trigger Common Event:
  - Select a Common Event to play each time OK is pressed.
  - Use 0 to not play a Common Event.

  Trigger Sound:
  - Adjust the sound effect played when a button is pressed.

  Input Start Delay:
  - How many frames (60 frames = 1 sec) delay before inputs are accepted to
    not take the player by surprise?

  QTE Duration:
  - The duration in frames (60 frames = 1 sec).
  - You may use code.

  Wait for QTE?:
  - Wait until QTE Session is done?

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QteTrigger ButtonSequence.gif

QteTriggerSys Command9.png

QTE: Button Sequence (Normal)
- Starts a Button Sequence QTE session.
- Only one QTE can occur at a time.
- No touch support.

  Input Sequence:
  - What button sequence is needed to be pressed?

  Shuffle Sequence?:
  - Randomize the button sequence order?

  Success Switch ID:
  - Select which Switch ID to turn ON if all of the sequence buttons have
    been inputted.

  Remaining Variable ID:
  - Select which Variable ID to record how much time is remaining when the
    QTE session finishes.

  Correct Common Event:
  - Select a Common Event to play each time a correct button input is
    pressed.
  - Use 0 to not play a Common Event.

  Button Press Sound:
  - Adjust the sound effect played when a button is pressed.

  Input Start Delay:
  - How many frames (60 frames = 1 sec) delay before inputs are accepted to
    not take the player by surprise?

  QTE Duration:
  - The duration in frames (60 frames = 1 sec).
  - You may use code.
  - Over 1000000 for infinite time.

  Wait for QTE?:
  - Wait until QTE Session is done?

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QteTrigger ButtonSequence.gif

QteTriggerSys Command10.png

QTE: Button Sequence (Random)
- Starts a randomized Button Sequence QTE session.
- Only one QTE can occur at a time.
- No touch support.

  Allowed Buttons:
  - What buttons can appear in the randomized sequence?

  Sequence Length?:
  - How many buttons will be made for the sequence?
  - You may use code.

  Success Switch ID:
  - Select which Switch ID to turn ON if all of the sequence buttons have
    been inputted.

  Remaining Variable ID:
  - Select which Variable ID to record how much time is remaining when the
    QTE session finishes.

  Correct Common Event:
  - Select a Common Event to play each time a correct button input is
    pressed.
  - Use 0 to not play a Common Event.

  Button Press Sound:
  - Adjust the sound effect played when a button is pressed.

  Input Start Delay:
  - How many frames (60 frames = 1 sec) delay before inputs are accepted to
    not take the player by surprise?

  QTE Duration:
  - The duration in frames (60 frames = 1 sec).
  - You may use code.
  - Over 1000000 for infinite time.

  Wait for QTE?:
  - Wait until QTE Session is done?

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QteTrigger DirStrug.gif

QteTriggerSys Command11.png

QTE: Direction Struggle (✥)
- Starts a Direction Struggle QTE session.
- Only one QTE can occur at a time.
- No touch support.

  Struggle Requirement:
  - How many times must the player struggle in different directions to
    succeed this QTE?

  Success Switch ID:
  - Select which Switch ID to turn ON if all of the struggle goal has been
    met.
  - Use 0 to not use.

  Remaining Variable ID:
  - Select which Variable ID to record how much time is remaining when the
    QTE session finishes.

  Struggle Common Event:
  - Select a Common Event to play each struggle.
  - Use 0 to not play a Common Event.

  Button Press Sound:
  - Adjust the sound effect played when a button is pressed.

  Input Start Delay:
  - How many frames (60 frames = 1 sec) delay before inputs are accepted to
    not take the player by surprise?

  QTE Duration:
  - The duration in frames (60 frames = 1 sec).
  - You may use code.
  - Over 1000000 for infinite time.

  Wait for QTE?:
  - Wait until QTE Session is done?

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QteTrigger FillGauge.gif

QteTriggerSys Command12.png

QTE: Fill Gauge (OK)
- Starts a Fill Gauge QTE session.
- Only one QTE can occur at a time.

  Fill Requirement:
  - How many times must the player press OK to fill the gauge for this QTE
    Session??

  Success Switch ID:
  - Select which Switch ID to turn ON if all of the fill goal has been met.
  - Use 0 to not use.

  Remaining Variable ID:
  - Select which Variable ID to record how much time is remaining when the
    QTE session finishes.

  Fill Common Event:
  - Select a Common Event to play each fill.
  - Use 0 to not play a Common Event.

  Button Press Sound:
  - Adjust the sound effect played when a button is pressed.

  Input Start Delay:
  - How many frames (60 frames = 1 sec) delay before inputs are accepted to
    not take the player by surprise?

  QTE Duration:
  - The duration in frames (60 frames = 1 sec).
  - You may use code.
  - Over 1000000 for infinite time.

  Wait for QTE?:
  - Wait until QTE Session is done?

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QteTrigger HoldRelease.gif

QteTriggerSys Command13.png

QTE: Hold & Release (OK)
- Starts a Hold & Release QTE session.
- Only one QTE can occur at a time.

  Max Duration:
  - The duration in frames (60 frames = 1 sec).
  - You may use code.

  Not Overload Switch ID:
  - Select which Switch ID to turn ON if the OK button was released before
    overloading.
  - Use 0 to not track.

  Held Timed Variable ID:
  - Select which Variable ID to keep track of how long the the OK button has
    been held.
  - Use 0 to not track.

  Hold Common Event:
  - Select a Common Event to play when the button is held.
  - Use 0 to not play a Common Event.

  Release Sound:
  - Adjust the sound effect played when released.

  Release Common Event:
  - Select a Common Event to play when the button is released.
  - Use 0 to not play a Common Event.

  Overload Sound:
  - Adjust the sound effect played when overloaded.

  Overload Common Event:
  - Select a Common Event to play when the QTE is overloaded.
  - Use 0 to not play a Common Event.

  Input Start Delay:
  - How many frames (60 frames = 1 sec) delay before inputs are accepted to
    not take the player by surprise?

  Wait for QTE?:
  - Wait until QTE Session is done?

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QteTrigger Marcher.gif

QteTriggerSys Command14.png

QTE: Marcher (Page Up/Page Down)
- Starts a Marcher QTE session.
- Only one QTE can occur at a time.
- No touch support.

  Marcher Requirement:
  - How many times must the player march between different buttons to
    succeed this QTE?

  Success Switch ID:
  - Select which Switch ID to turn ON if all of the marcher goal has been
    met.
  - Use 0 to not use.

  Remaining Variable ID:
  - Select which Variable ID to record how much time is remaining when the
    QTE session finishes.

  Page Up Common Event:
  - Select a Common Event to play when pressing Page Up.
  - Use 0 to not play a Common Event.

  Page Down Common Event:
  - Select a Common Event to play when pressing Page Down.
  - Use 0 to not play a Common Event.

  Button Press Sound:
  - Adjust the sound effect played when a button is pressed.

  Input Start Delay:
  - How many frames (60 frames = 1 sec) delay before inputs are accepted to
    not take the player by surprise?

  QTE Duration:
  - The duration in frames (60 frames = 1 sec).
  - You may use code.
  - Over 1000000 for infinite time.

  Wait for QTE?:
  - Wait until QTE Session is done?

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QteTrigger Swapper.gif

QteTriggerSys Command15.png

QTE: Swapper (OK/Cancel)
- Starts a Switcher QTE session.
- Only one QTE can occur at a time.
- No touch support.

  Swap Requirement:
  - How many times must the player swap between different buttons to succeed
    this QTE?

  Success Switch ID:
  - Select which Switch ID to turn ON if all of the swapper goal has been
    met.
  - Use 0 to not use.

  Remaining Variable ID:
  - Select which Variable ID to record how much time is remaining when the
    QTE session finishes.

  OK Common Event:
  - Select a Common Event to play when pressing OK.
  - Use 0 to not play a Common Event.

  Cancel Common Event:
  - Select a Common Event to play when pressing Cancel.
  - Use 0 to not play a Common Event.

  Button Press Sound:
  - Adjust the sound effect played when a button is pressed.

  Input Start Delay:
  - How many frames (60 frames = 1 sec) delay before inputs are accepted to
    not take the player by surprise?

  QTE Duration:
  - The duration in frames (60 frames = 1 sec).
  - You may use code.
  - Over 1000000 for infinite time.

  Wait for QTE?:
  - Wait until QTE Session is done?

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QteTrigger TimedHit.gif

QteTriggerSys Command16.png

QTE: Timed Hit (OK)
- Starts a Timed Hit QTE session.
- Only one QTE can occur at a time.

  Timed Hit Picture:
  - The picture used for the Timed Hit indicator.
  - Leave empty to not display.

  Coordinate X:
  - X coordinate used for the Timed Hit picture.
  - You may use JavaScript code.

  Coordinate Y:
  - Y coordinate used for the Timed Hit picture.
  - You may use JavaScript code.

  Press in X Frames:
  - Press the OK button by these frames (60 frames = 1 sec) with some
    leeway.
  - You may use code.

  Success Switch ID:
  - Select which Switch ID to turn ON if the player lands the Timed Hit.

  Timing Variable ID:
  - Select which Variable ID to record how close the player is to the
    Timed Hit timing.

  Success Common Event:
  - Select a Common Event to play if the player lands.
  - Use 0 to not play a Common Event.

  Success Sound:
  - Adjust the sound effect played when landing on a hit zone.

  Miss Common Event:
  - Select a Common Event to play if the player misses.
  - Use 0 to not play a Common Event.

  Miss Sound:
  - Adjust the sound effect played when NOT landing a hit zone.

  Input Start Delay:
  - How many frames (60 frames = 1 sec) delay before inputs are accepted to
    not take the player by surprise?

  Wait for QTE?:
  - Wait until QTE Session is done?

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QteTrigger TimedSeq.gif

QteTriggerSys Command17.png

QTE: Timed Sequence (Buttons)
- Starts a Timed Sequence QTE session.
- Only one QTE can occur at a time.
- No touch support.

  Sequence:
  - Set up Button Sequence where the player to press at certain timings.

    Button:
    - What button is needed to be pressed?

      Press in X Frames:
      - Press the button by these frames (60 frames = 1 sec) with some
        leeway.
      - You may use code.

    Mechanic Settings:

      Success Switch ID:
      - Select which Switch ID to turn ON if the button is successfully hit.
     - Use 0 to not change a switch.

      Hit Common Event:
      - Select a Common Event to play when this button is hit.
      - Use 0 to not play a Common Event.

      Button Press Sound:
      - Adjust the sound effect played when a button is pressed.

  Landing Icon:
  - The icon used for the landing icon.

  Direction:
  - Which way do you want the buttons to move towards?

  Hit Times Variable ID:
  - Select which Variable ID to record how correct button inputs the player
    has landed.

  Miss Common Event:
  - Select a Common Event to play if the player misses.
  - Use 0 to not play a Common Event.

  Miss Sound:
  - Adjust the sound effect played when the player misses.

  Input Start Delay:
  - How many frames (60 frames = 1 sec) delay before inputs are accepted to
    not take the player by surprise?

  Wait for QTE?:
  - Wait until QTE Session is done?

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QteTrigger TimingBar.gif

QteTriggerSys Command18.png

QTE: Timing Bar (OK)
- Starts a Timing Bar QTE session.
- Only one QTE can occur at a time.

  Hit Zones:
  - Set up Hit Zones where the player will gain points for landing on.

    Hit Area:

      Start:
      - This is the starting location of the hit area.
      - Use numbers between 0 and 100.
      - You may use code.

      End:
      - This is the ending location of the hit area.
      - Use numbers between 0 and 100.
      - You may use code.

      Label:
      - Text displayed for this hit area (centered).
      - Text codes are supported.
      - Leave empty to not use.

    Mechanic Settings:

      Variable Points:
      - If the cursor lands in this zone, then assign this many points to
      - the results variable. You may use code.

      Hit Common Event:
      - Select a Common Event to play when this zone is hit.
      - Use 0 to not play a Common Event.

    Color Settings:

      Area Color 1:
      Area Color 2:
      - Use #rrggbb for custom colors or regular numbers for text colors
        from the Window Skin.

  Cursor Icon:
  - The icon used for the player icon.

  Cursor Speed:
  - The speed at which the cursor moves.

  Success Switch ID:
  - Select which Switch ID to turn ON if all of the player lands the cursor
    on a Hit Zone.

  Points Variable ID:
  - Select which Variable ID to record how many points is earned from the
    Hit Zone the player landed on.

  Hit Sound:
  - Adjust the sound effect played when landing on a hit zone.

  Miss Sound:
  - Adjust the sound effect played when NOT landing a hit zone.

  Miss Common Event:
  - Select a Common Event to play when NOT landing a hit zone.
  - Use 0 to not play a Common Event.

  Input Start Delay:
  - How many frames (60 frames = 1 sec) delay before inputs are accepted to
    not take the player by surprise?

  QTE Duration:
  - The duration in frames (60 frames = 1 sec).
  - You may use code.
  - Over 1000000 for infinite time.

  Wait for QTE?:
  - Wait until QTE Session is done?

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