Difference between revisions of "Template:VisuMZ QTE and Trigger System Plugin Commands"
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Revision as of 16:16, 2 January 2024
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
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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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Game Over: Clear Common Event - Clears any Common Events designated to run for the next Game Over.
---
Promise Plugin Commands
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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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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.
---
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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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.
---
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.
---
QTE Plugin Commands
---
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?
---
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?
---
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?
---
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?
---
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?
---
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.
Release Sound:
- Adjust the sound effect played when released.
Overload Sound:
- Adjust the sound effect played when overloaded.
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?
---
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?
---
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?
---
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?
---
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?
---
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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