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Evented Battle QTE - Timed Counter Attack

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Evented Battle QTE - Timed Counter Attack
  • Original author: TicklishWasabi
  • Original date: March 20, 2024
  • Source thread: https://forums.rpgmakerweb.com/threads/evented-battle-qte-timed-counter-attack.166996/
  • Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker MV Support

Summary

I've slightly modified Hiddenone's QTE tutorial setup to work as a parry skill in battle. I did this by taking the attack skill and turning it into a skill which calls the QTE common event. Then based on whether the players passes the QTE, either performs a "parry" where the player attacks using the "Force Action" command, or if they fail, the Enemy uses a Force Action Command for a standard attack skill. { "lightbox_close": "Close", "lightbox_next": "Next",

Archived First Post

I've slightly modified Hiddenone's QTE tutorial setup to work as a parry skill in battle. I did this by taking the attack skill and turning it into a skill which calls the QTE common event. Then based on whether the players passes the QTE, either performs a "parry" where the player attacks using the "Force Action" command, or if they fail, the Enemy uses a Force Action Command for a standard attack skill.

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The problem I've run into is when fighting multiple enemies the target selection of the force action command is limited to selecting "Enemy # X"

So I was wondering if there was a way to make it so the enemy who performs the initial common event attack, also performs the following attack when failing the QTE. And when succeeding the QTE the person who was targeted always performs the counter attack.

The only other way I can think to do it would be if the initial skill did damage but played the common event beforehand, and then if the player succeeds they receive a counter attack state which is then turned back off after the enemy completes their attack. But I can't seem to find a way to get the common event to process first.

- Thanks

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