FF Style Battle UI [MZ]
A downloadable tool
FF Style Battle UI
This plugin will help you create a more retro-style battle system UI similar to games like FF4, and it is fully customizable! You can change the stat’s format displayed for each actor, including colour, placement, and values, and have it displayed however you want. If you want to show the default sprite gauges, that’s an option too. Simply disable the retro-style stats and enable the co-responding plugin parameters, and away you go. You can even use javascript for most of the plugin’s parameter values to further enhance customization.
Features
- Implement a more retro-style battle user interface for your games, with complete customization available.
- It supports all the default battle system types in the database (turn-based, time progress [active], and time progress [wait]).
- There are over 90 plugin parameter values for you to set, and you can use JavaScript for most of them.
- Display a more classic battle log with this plugin that displays only pertinent information to the player rather than every little detail.
- Skip the boring party command window at the start of battle so your players can get right down to business (or don’t).
Compatibility
- DM_LimitedInventory.js
- DM_ItemCategories.js
- DM_CoreShop.js
- DM_IndependentItems.js
- AkeaAnimatedBattleSystem.js
Terms of Use
1. Do NOT claim ownership or take any code for your own plugins.
2. Do NOT redistribute or resell any of the source code under any circumstances.
3. This plugin is free to be used in any non-commercial game.
4. This plugin can be used for commercial games, provided you have purchased the appropriate licence by clicking the red button found at the bottom of the plugin page here OR by paying the minimum price on this page at 'itch.io'. The licence will cover any and all future games made using the plugin.
Updated | 23 days ago |
Status | Released |
Category | Tool |
Rating | Rated 4.5 out of 5 stars (2 total ratings) |
Author | Dungeonmind |
Tags | ff4, game-asset, plugin, retro-style, rmmz, RPG Maker, RPG Maker MZ |
Download
Click download now to get access to the following files:
Development log
- Update 1.02 - Small Bug Fix!23 days ago
- Update v1.01 - Added Battle Log Skill Exclusion ListSep 16, 2024
Comments
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Dear @DungeonMind. I tried it, works really well, and its easy to edit out most things there. I REALLY appreciate the "skip straight to actor menu" part of it as well! I have two issues Id like to point out. (Disclaimer, I havent bought a license but very likely will if I go through with my project and end up using your vers of it). So, basically, look HERE (screenshot) (Side note, players sprites here are placeholders as Ill do them all by hands based off my own art, later).
1. You can see that the Actor Command window overlaps on the left/middle of the screen. I would like that to appear to the far right instead. I do not mind clipping (as seen here) even if its unideal - its VERY Famicom-esque doesnt it? xD
2. If I toggle your plugin "ON" it seems to have unintended side effects... On my end, it disables the two following sounds: A) Receiving a hit (players) SFXs and B) enemy slain SFXs. Maybe it clashes with more - but these two are what I found out quickly while testing. What could possibly cause that?
Thank you! :)
Hi @SuccubusNirriti,
Thanks for your interest in using my plugin in your project!
1. This plugin already provides options to change the location of the Actor Command window. You have to change the "X Element" & "Y Element" in the plugin parameters for that specific window. I think you want to change the X Element parameter to the max width of your game's current resolution - the Actor Command Window Width to move it all the way to the right.
2. I've done some extensive testing for you. I can verify that enemy slain SFX does still play, and my plugin does not affect this in any way. I changed the sound effect to something distinct to find this out. I used the same method to test player hit SFX, and I can confirm it wasn't working right due to some bad code practices in the default code. I've now provided a hotfix to address the issue, and after further testing, I can confirm it now plays the hit sound effect.
You can download the latest version from here or my website:
https://www.dmplugins.com/2024/04/17/ff-style-battle-ui-mz/
Edit*
I'm experiencing issues with uploading files to my website right now so please just download the updated file from itch.io for now.
Thank you very much for the thorough answer. Ill test it more later but for the time being. I appreciate.
No problem, I'm glad I could help.
On the SFX question, I misworded myself on my first post, and you got this right, with the update too. It was "Enemy (being) hit" that was affected mainly, and not slain (I had the slain SFX disabled DAY 1 since it was so obnoxious and loud anyways). I did try downloading following the link but it doesnt save anything. While the Itch.io worked as a charm. Thanks!
Noticed something. In Turn-Based Mode, when you DEFEND, the "pre-battle" menu gets back (its like it considers you pressing DECLINE once) for the rest of the battle. Weird huh? EDIT: Cant seem to replicate that issue consistently. I think the trigger is like, "IF you go back to the FIGHT/RUN menu, it keeps appearing back afterwards" but im not sure.
Its very clever how you made the window logic to go with divisions. Clean and logical (much easier to balance than playtesting and trying numbers over 1h nonstop. You know... it automatically adjusts to screen settings too, all at once). With a lot of trials and errors, managed to get the UI all aligned perfectly just like FFIV. 👍🏻 Id like to buy your license. Only, I don't make much (I can explain to you in private DMs if you wish). Would you accept for 10$? I'll gladly put your handle/username + the plugin's name in the credits too, if you wish.
Thank you! I'm glad someone noticed. I tried to keep it organized and still include a lot of customization for developers to use.
Please email support. I'm sure we can work something out!
support@dmplugins.com
Hello! Any chance this will ever be compatible with VisuStella plug-ins? I'm using the BattleCore plug-in, and would heavily prefer using your UI, but there seems to be conflict between them both.
Hello, I have tried out your plugin and really like it! How do I disable the Attack skill from showing up entirely? I don't want it to show at all on the battle log window. Thanks!
Hello, thanks for supporting my work! I made an update to the plugin for you. You can now select skills you don't want to show in the battle log. Just add skills to the plugin parameter "Skill Exclusion List". This should help everyone who doesn't want to show basic skills like attack and guard.
Hey Dungeonmind... THANK YOU SO MUCH FOR THE UPDATE! That did it my friend. I am happy to support your work! I will be looking towards purchasing more plugins from you, this one is a dream come true!
Is there any way to reposition the damage popup, like make an offset option for it? That way the damage can pop up higher, further back, etc.?
Also, is there a way to disable the rest of the battle UI completely (revert to original MZ on the actor/party windows, etc.), and only use just the FF Style battle log & damage popups? I ask because I am in the middle of making my own custom Party Status Window. Whenever I use an item or skill (heal) on a party member, I need to be able to use a different menu (I have 8 battlers and for some reason I cannot select with my keyboard which actor I want to heal, only with a mouse).
Hi Sabinremson,
You are most welcome for the update. Regarding your subsequent inquiry, it appears that this is currently beyond the scope of this plugin. I'm sorry about that.
Im sorry I do not mean to bug you I am willing to pay to separate the battle log into its own plugin from the rest of what you have.. Can you please contact me? My discord is Drakhan86.
Hi Sabinremson,
I may have some time next week to help you with this after my current commission. I will message you on discord!