Home Creators Posts Import Register Favorites Logout

Downloads

Content

Mash a button to fill a progress bar, with result being stored in game variable for use in events. Many customization options.

! SEE BOTTOM OF POST FOR UPDATES !

Hi all, introducing: [CGMZ] Button Mash!

The Basics

Create a button mash event in the plugin parameters, then call it via id whenever you want in your events via the Start plugin command. The result of the mash will be stored in a game variable for easy access during post-button-mash event commands. It stores the progress the player made, so you can also event what happens if the player filled over 75%, over 50%, etc. of the bar instead of just being pass/fail.

Below is a gif of how the plugin can look, showing both a failure and success:

Easy Setup

 Set up your button mash events in the Events parameter, and note down the id you assign to your button mash event. Then, use the Plugin Command "Start" to start a button mash. Provide the id to your plugin command, and it will start that id's button mash event.

After the button mash ends, the result will be stored in the result variable for use in eventing. The event commands will pick up after the plugin command.

Customization

Customize the button mash event by choosing the color of the bar, any text that appears on it with options for left/right/center text, a flashing icon for the key/button to press, difficulty of the button mash, different settings for gamepad vs keyboard users, and more. Future updates will continue to expand how flexible the button mash is.

Roadmap

Below is a list of things planned to be added via future updates, in no particular order.

Make the button mash work in battle

Allow infinite time with a cancel button if too hard for player

Statistics tracking for things like events passed / attempted, etc.

Variances for button mash settings

Do you have any ideas you'd like to see added to the plugin not already listed above? Let me know in the comments or in my Discord's #suggestion channel! I appreciate all suggestions I get and add them all to my to-do list.

Happy RPG Making!

This version adds sound effects for your button mash events. You can now set a sound effect that will be played each time the player presses the button. This sound effect can have both a starting and ending volume, pitch, and pan. It will use linear interpolation to change the SE settings by the percentage the bar is filled. This means you can have a rising pitch as the bar gets closer to completion.

I also added the option to start with the button mash event already having some progress. This option was added to the plugin command to start a button mash, so you will need to make sure each of your plugin commands includes this value even if it is 0.

A bug with the background type parameter was fixed. You should now be able to set the background type for the button mash progress window.

This version adds the option to use a button mash event as your escape battle mechanic. If set, when the player tries to escape they will instead need to complete a button mash event. You can also make this easier or harder based on agility, or you can have it be the same difficulty every time. See gif for how it can look:

This update also added an integration with [CGMZ] Window Settings to allow you more control over your button mash window including things like style, tone, and windowskin. An integration with [CGMZ] Window Backgrounds was also added to let you show a background image in your window, including a scrolling animated parallax image.

This version adds touch support. You can now include a clickable button in the button mash window, which can have a separate unpressed and pressed image and will contribute to the button mash progress. If this is not included or if touch ui is turned off, the player will not see this additional sprite. See below for a gif of how it can look:

This update also added window size and positioning parameters. These exist globally for all button mashes, and can also be overridden by button mash specific settings. Gauge height and y offset settings were also added.

This version adds the ability to show different text and flashing icons to players using different controller brands. Your default gamepad text and icons now work as a fallback (if playstation or nintendo is not filled out), or for xbox if the player is using an xbox controller. You can also set up playstation and nintendo texts and icons which will be used if the game detects the controller is one of those brands.

See below gif for how it can look:

Files

Comments

Madeline “Monty” Virtue

This is fantastic! It would be awesome to have a matching QTE plugin (obviously it'd be a separate plugin, I can't imagine it'd fit the scope of this one)

AdamL

Hey Casper, great plugin, found it very easy to setup. However, I'm planning to release something that doesn't really need a keyboard or gamepad to interact with it. Aremnthere any plans for the Touch UI support to come out soon? I've tried a common event with a clickable picture but I can't get it to link up with the mash progress.