Timed Attack Core – MV Plugin

      11 Comments on Timed Attack Core – MV Plugin

This Plugin adds a system which forces the user to time certain inputs to preform Skills during battle. The better the input is preformed, the more effective the Skill is.


IMPORTANT!
If you update the Timed Attack Core and some of the Timed Attacks stop working, be sure to update all of the other Timed Attack Plugins!

Look at the code or download the Plugin:


Default Background Image:

DefaultBackground


Screenshot:

TimedAttack

SSHOT

11 thoughts on “Timed Attack Core – MV Plugin

  1. Hyd

    I love this plugin. I was wondering though, is there a way to make it so the “$gameTemp.tas_power” function isn’t between 0 and 100% of the attack power, but something custom, like 75% to 125%, so even if the player misses they still get a good hit? The way it is now, if someone misses then it literally misses the enemy, but I don’t want that. I peeked into the script itself and couldn’t figure it out, but I’m still learning the language. Thank you for making this!

    Reply
    1. Nicholas Fletcher

      Since you include it in the damage formula anyway, you could just get tricky with the math. For example:

      a.atk *2 + b.def * ((1 + $gameTemp.tas_power) / 2)

      That would result in a damage range of 50% to 150% of normal.

      Reply
      1. Nicholas Fletcher

        Slight correction: (a.atk *2 + b.def) * ((1 + $gameTemp.tas_power) / 2)

        The last one would have multiplied the target’s defense, making better action commands worse.

        Reply
  2. Cris

    Hi Random,

    First thanks for all the content that you have created and uploaded. It’s been a really good help since I started getting involved with this software a few days ago.

    I wanted to ask you if it is possible to activate this skill several times in the same turn if condition applies. Let’s say you press and hit very close to the middle and get a value above 0.95 for ($gameTemp.tas_power), since you got a high number, I’d like this skill to activate again. It’s be nice as well to limite it to a few times.

    May be the solution is quite easy, but sorry i no nothing about programming….yet.

    Thanks!

    Reply
  3. Joey

    Hey so whenever I start up my project an error showing saying

    Failed to load: img/SumRndmDde/tas/undefined.png

    is there any way to fix this error

    Reply
  4. Sweet

    I have battles that range across a large area including air combat. I would like for the timed attack image to appear on the target’s current position rather than its ‘home’ position. Is there a way to accomplish this? I can answer any further inquiries if you are interested. Thanks in advance.

    Reply
  5. MasterMindFunk

    I have followed the directions in this video but I cannot get the timed attack to work. I’m not encountering any bugs, the battles just play out as usual. I have even tried using the plug in by itself in a brand new project. Any idea what I might be doing wrong?

    Reply
  6. mrmetapod2

    Hey sorry to be asking about this so much time later, but is there any way to make it play a particular BGM before you play the timed atack minigame?, and on another note is there any way to skip the first command in the weel ver of this?

    Reply
  7. mimyu oinari

    I love the concept of this plugin and how dynamic it is.
    However, in frontal view it initially shows a fatal flaw:
    It seems to mess up the attack animation: The damage pops up before the animation plays.
    At least in normal basic attack, where this effect doesn’t isn’t active (in my project).
    I don’t know if this is only here because it conflicts with another plugin or if it’s a settings issue.
    But normally, the damage should pop up after the animation played, right?
    Thanks for reading

    Reply

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