Sequence Input – MV Plugin

      73 Comments on Sequence Input – MV Plugin

This Plugin requires Yanfly’s Battle Engine Core and Yanfly’s Action Sequences (#1)  (#2)  (#3)

Allows you to check for Input within Yanfly’s Action Sequences.


Look at the code or download the Plugin:


Sequence Input
SumRndmDde

This Plugin requires Yanfly’s Battle Engine:

Yanfly’s Battle Engine Core
(http://yanfly.moe/2015/10/10/yep-3-battle-engine-core/)

Yanfly’s Action Sequences
(http://yanfly.moe/2015/10/11/yep-4-action-sequence-pack-1/)
(http://yanfly.moe/2015/10/12/yep-5-action-sequence-pack-2/)
(http://yanfly.moe/2015/10/12/yep-6-action-sequence-pack-3/)

This Plugin allows you to check for Input within Yanfly’s Action Sequences.

Here’s a list of all the available Actions added through this Plugin that
can be used in the Action Sequences:

========================================================================
START SEQUENCE INPUT
========================================================================

In order to begin, let’s look at this Action:

START SEQUENCE INPUT: input, varId

This Action starts a check for an Input.
The first parameter, ‘input’, is the Input that is checked for.
There are a couple built in Inputs in RPG Maker MV:

ok – Z, ENTER, SPACE
escape – X, ESC, INSERT
shift – SHIFT
tab – TAB
control – CTRL, ALT
right – RIGHT ARROW
left – LEFT ARROW
up – UP ARROW
down – DOWN ARROW

You can use any of these or any others added through external Plugins.

The ‘varId’ parameter represents the Variable ID that will store the
result of the Input.
The value that is stored is the number of frames it took for the Input
condition to become true after the check for Input started.

Examples:

START SEQUENCE INPUT: ok, 3
START SEQUENCE INPUT: escape, 5
START SEQUENCE INPUT: shift, 23

========================================================================
END SEQUENCE INPUT
========================================================================

If you wish to stop the check for Input, use:

END SEQUENCE INPUT

This will simply stop the Input check.
If no Input was detected from the start to the end, then the Variable
will be set to 0.

Example:

END SEQUENCE INPUT

========================================================================
WAIT FOR SEQUENCE INPUT
========================================================================

Using this Action, the Action Sequence will wait until the Input has been
preformed:

WAIT FOR SEQUENCE INPUT

This will simply keep things waiting until the Input happens.

However, say for example, you wish to have a maximum amount of time that
will be waited before the Sequence Input is just skipped altogether?

WAIT FOR SEQUENCE INPUT: maxFrames

Using this Action, the Actions will still wait for the Input to occur.
However, if ‘maxFrames’ have passed, and the Input has not occured, then
the wait will end and the Variable will be set to 0.

Examples:

WAIT FOR SEQUENCE INPUT
WAIT FOR SEQUENCE INPUT: 5
WAIT FOR SEQUENCE INPUT: 30


Screenshot:

sequence-input-ss

73 thoughts on “Sequence Input – MV Plugin

  1. Doktor_Q

    A few bugs:
    1. Using the bog-standard “wait” command between starting the sequence input and closing it out stops it from registering any inputs, including “wait for sequence input.”
    2. If you use “wait for sequence input” but press the input before the sequence reaches the wait, it will wait out the full time, regardless of additional inputs. I think that could be fixed by having “wait for sequence input” check if it already had an input when it starts up.

    And a request: Currently, starting a new sequence input replaces the old one- would it be possible to make it watch several inputs instead by pushing them onto a stack, and checking the whole stack instead of just one? It would greatly increase the versatility for more complex systems where multiple buttons are in play.

    Reply
  2. KotCR

    Is it possible to add some touch or mouse support for this plug-in?

    Currently without a keyboard there seems no way to enter the input; Granted, wait for input for things like arrow keys may be difficult, but even ok or escape input doesn’t register with left/right mouse buttons, respectively.

    Currently I’m just running the action sequence with an if statement that skips over the input part of the skill completely if my “touch/mouse” interface switch is on, generating it’s own fixed variable value instead, but obviously this isn’t ideal.

    Having it support at least left and right mouse click in addition to the keyboard commands would be nice. Thankyou for any time or help with this.

    Reply
  3. Axel

    I wonder if it is possible to put this plugin along with the attack time, because I like to put different attacks with this kind of defense, it is possible,? why here is giving error to have the battle engine along with the attack time of plugins could help me if it is possible?

    Reply
  4. Krystal

    Omg, you are fucking awesome! I use yanfly’s plugins like religiously so for you to be making plugins with not only comparability for yanfly’s plugins but also make them work with them! You have earned a patron! 🙂

    Reply
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    Reply
  6. DelosDiablo

    I know its going to be a miracle if someone responds to this. But what If I want the ranged user to stand still? or is that not possible? I just want it to seem like the are aiming, not walking up to the enemy and shooting a bow from 2 feet away

    Reply
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