Frontview Battle UI VisuStella MZ

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System

This is a plugin created for RPG Maker MZ.

InstallPluginsMz.png

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Masterarbeit Writer


FrontviewUI Preview1.png

FrontviewUI Preview2.png

FrontviewUI Preview3.png

Required Plugins

The following plugins are required in order to use this plugin.

Place the following plugins above this plugin located in the Plugin Manager.


VisuStella MZ

This plugin is a part of the VisuStella MZ Plugin Library.

Click here if you want to help support VisuStella on Patreon.

Introduction

FrontviewUI Preview1.png

The plugin creates a more dedicated frontview Battle UI for RPG Maker MZ. Design elements are made to be more visible and elegant at the same time, while utilizing various effects like minor flashes and shaking to depict changes like damage, recovery, and more. The in-battle command windows are slightly altered to give a better feel while also providing enough room for battle portraits to be used.

  • NOTE: To use this battle layout, you will need the updated version of VisuStella's Battle Core. Go into its Plugin Parameters and change the Battle Layout Settings > Battle Layout Style > plugin parameter to this value: "Frontview Battle UI" or "frontview_ui".

Features include all (but not limited to) the following:

  • This plugin changes the UI for the RPG Maker MZ Sideview Battle System.
  • The status UI elements appear at the bottom of the screen while providing portrait support from the side.
  • Different portraits can be used for different types of skills or items.
  • Lots of customization options to the adjust the status UI.
  • The frontview UI can also be used on the map as a HUD.
  • Despite this plugin being called "Frontview UI", it can also be used with sideview if the user decides to.

Requirements

This plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.

Required Plugin List

This plugin requires the above listed plugins to be installed inside your game's Plugin Manager list in order to work. You cannot start your game with this plugin enabled without the listed plugins.


Tier 3

This plugin is a Tier 3 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5).

This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.


Major Changes

This plugin adds some new hard-coded features to RPG Maker MZ's functions. The following is a list of them.

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Window Properties

FrontviewUI Preview2.png

With how the battle layout works, many of the command windows used in the battle system will have preset and hardcoded properties to them in order to maintain a specific aesthetic. These include columns, padding, and scaling types to name a few.

Therefore, any plugins that may alter these effects may not have any effect at all provided that this plugin is in a higher tier than those modifying it. This is an intended change to maintain the aesthetic and is not a bug.

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Extra Features

There are some extra features found if other VisuStella MZ plugins are found present in the Plugin Manager list.

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Items and Equips Core VisuStella MZ

FrontviewUI Preview2.png

Those using the Items and Equips Core plugin can have the Shop Status Window be displayed during battle to show information regarding the skills/items selected during input.

---

Aggro Control System VisuStella MZ

Battle System - BTB VisuStella MZ

Boost Action VisuStella MZ]]

State Tooltips VisuStella MZ

Break Shields VisuStella MZ

FrontviewUI UiElement.png

There are features provided in this plugin for the above plugins. Their UI elements can be shown with this plugin's status windows.

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Notetags

RPG Maker MZ's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.

Here is a list of Notetag(s) that you may use.

The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

---

Portrait-Related Notetags

FrontviewUI Preview2.png

---

<Battle Portrait: filename>

- Used for: Actor Notetag
- Sets the battle portrait image for the actor to 'filename'.
- Replace 'filename' with a picture found within your game project's
  img/pictures/ folder. Filenames are case sensitive. Leave out the filename
  extension from the notetag.
- This will override any menu images used for battle only.

---

<Frontview UI Portraits>
 key: filename
 key: filename
 key: filename
</Frontview UI Portraits>

- Used for: Actor Notetags
- Allows varying portraits to be displayed when certain 'key' elements are
  selected or used.
- Replace 'key' with a setting from the following (without the quotes):
  - When performing actions (priority from top to bottom):
    - The exact name of the skill or item being used.
    - "Item" - When actor uses an item.
    - "Friendly" - When actor performs an action that targets allies.
    - "Certain Hit" - When actor uses an action that is Certain Hit type.
    - "Physical" - When actor uses an action that is Physical hit type.
    - "Magical" - When actor uses an action that is Magical hit type.
    - "Opponent" - When actor performs an action that targets enemies.
    - "Magic" - When actor performs a magic-type skill.
    - "Skill" - When actor performs a general skill.
    - "Normal" - Everything else.
    - "Default" - Everything else.
  - When choosing during input (priority from top to bottom):
    - The exact name of the skill or item being used.
    - The 'symbol' used for the command item.
      - "Attack", "Guard", "Skill", "Item", "Escape", "AutoBattle"
      - "Brave" - From VisuMZ_2_BattleSystemBTB
      - "Formation" - From VisuMZ_2_PartySystem
      - "WeaponSwap" - From VisuMZ_2_WeaponSwapSystem
      - "Boost" - From VisuMZ_3_BoostAction
      - "CombatLog" - From VisuMZ_4_CombatLog
    - "Normal" - Everything else.
    - "Default" - Everything else.
- Replace 'filename' with a picture found within your game project's
  img/pictures/ folder. Filenames are case sensitive. Leave out the filename
  extension from the notetag.

---

Map-Related Notetags

FrontviewUI Preview3.png

---

<Show Frontview UI>
<Hide Frontview UI>

- Used for: Map Notetags
- Show or hide the Frontview Battle UI when entering this specific map.
- The visibility can be changed via Plugin Command.

---

Plugin Commands

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Plugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MZ.

Here is a list of Plugin Command(s) that you may use:

---

The following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command.

---

Map UI Plugin Commands

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Map UI: Text Popup (Actor)
- Creates a custom text popup on the Frontview UI on map scene.
- Targets specific actors.

  Actor ID(s):
  - Select the ID(s) of the actor(s) you want to target.

  Text:
  - What text do you wish to display?

  Text Color:
  - Use #rrggbb for custom colors or regular numbers for text colors from
    the Window Skin.

  Flash Color:
  - Adjust the popup's flash color.
  - Format: [red, green, blue, alpha]

  Flash Duration:
  - What is the frame duration of the flash effect?

---

FrontviewUI Command2.png

Map UI: Text Popup (Party)
- Creates a custom text popup on the Frontview UI on map scene.
- Targets party index. Index values start at 0.

  Party Index(es):
  - Which party index to target?
  - Index values start at 0.

  Text:
  - What text do you wish to display?

  Text Color:
  - Use #rrggbb for custom colors or regular numbers for text colors from
    the Window Skin.

  Flash Color:
  - Adjust the popup's flash color.
  - Format: [red, green, blue, alpha]

  Flash Duration:
  - What is the frame duration of the flash effect?

---

FrontviewUI Command3.png

Map UI: Variable Popup (Actor)
- Creates a custom text popup on the Frontview UI on map scene.
- Targets specific actors.

  Actor ID(s):
  - Select the ID(s) of the actor(s) you want to target.

  Variable ID:
  - Get data from which variable to display as a popup?

  Text Color:
  - Use #rrggbb for custom colors or regular numbers for text colors from
    the Window Skin.

  Flash Color:
  - Adjust the popup's flash color.
  - Format: [red, green, blue, alpha]

  Flash Duration:
  - What is the frame duration of the flash effect?

---

FrontviewUI Command4.png

Map UI: Variable Popup (Party)
- Creates a variable data popup on the Frontview UI on map scene.
- Targets party index. Index values start at 0.

  Party Index(es):
  - Which party index to target?
  - Index values start at 0.

  Variable ID:
  - Get data from which variable to display as a popup?

  Text Color:
  - Use #rrggbb for custom colors or regular numbers for text colors from
    the Window Skin.

  Flash Color:
  - Adjust the popup's flash color.
  - Format: [red, green, blue, alpha]

  Flash Duration:
  - What is the frame duration of the flash effect?

---

System Plugin Commands

---

FrontviewUI Command5.png

System: Map Frontview UI Visibility
- Sets the visibility of the Frontview UI on the map scene.
- Requires the battle layout to be Frontview UI.

  Visible?:
  - Sets visibility of the Frontview UI on current map scene.
  - Requires the battle layout to be Frontview UI.

---

Plugin Parameters

Status UI Settings Settings

FrontviewUI UiElement.png

FrontviewUI Param1.png

Settings that alter the Status UI elements.

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Position

 Distance Buffer:
 - How many pixels of buffer range is there between status UI elements?
 Graphics Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.
 UI Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.

---

Graphics > Background

 Show?:
 - This is the back image displayed for the graphics set.
 Filename:
 - If you don't want to use the pre-rendered background, pick a graphic
   from the /img/system/ folder.
 Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.

---

Graphics > Face Graphic

 Show?:
 - This is the face image displayed for the graphics set.
 Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.

---

Graphics > Face Mask

 Use?:
 - Use a mask for the face graphic?
 Filename:
 - If you don't want to use the pre-rendered face mask, pick a mask from
   the /img/system/ folder.
 Render:
   Distance Shift:
   - Determines the distance shift for the pre-rendered triangle.
   Color 1:
   Color 2:
   - Use #rrggbb for custom color.
   - Check your color here: https://htmlcolorcodes.com/
   Vertical Gradient:
   - Use a vertical gradient or a horizontal gradient?

---

UI > Name

 Show?:
 - Show this element?
 Angle:
 - What angle should this element be displayed at?
 Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.
 Scale:
 - What scale should this element be displayed at?
 - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%

---

UI > HP Gauge

 Show?:
 - Show this element?
 Angle:
 - What angle should this element be displayed at?
 Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.
 Scale:
 - What scale should this element be displayed at?
 - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%

---

UI > MP Gauge

 Show?:
 - Show this element?
 Angle:
 - What angle should this element be displayed at?
 Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.
 Scale:
 - What scale should this element be displayed at?
 - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%

---

UI > TP Gauge

 Show?:
 - Show this element?
 Angle:
 - What angle should this element be displayed at?
 Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.
 Scale:
 - What scale should this element be displayed at?
 - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%

---

UI > TPG Gauge

 Show?:
 - Show this element?
 Angle:
 - What angle should this element be displayed at?
 Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.
 Scale:
 - What scale should this element be displayed at?
 - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%

---

UI > State Icon

 Show?:
 - Show this element?
 Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.

---

UI > State Overlay

 Show?:
 - Show this element?
 Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.

---

UI > Aggro Gauge

 Show?:
 - Show this element?
 Angle:
 - What angle should this element be displayed at?
 Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.
 Scale:
 - What scale should this element be displayed at?
 - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%

---

UI > Brave Points

 Show?:
 - Show this element?
 Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.
 Scale:
 - What scale should this element be displayed at?
 - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%

---

UI > Break Shields

 Show?:
 - Show this element?
 Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.

---

UI > Boost Points

 Show?:
 - Show this element?
 Angle:
 - What angle should this element be displayed at?
 Offset
 - How many pixels to offset the x/y position?
 - X: Negative: left. Positive: right.
 - Y: Negative: up. Positive: down.
 Scale:
 - What scale should this element be displayed at?
 - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%

---

Effects > Active Shift

 X Distance:
 - If an actor is the active battler, shift x value.
 - Negative: left. Positive: right.
   Shift Speed:
   - How many pixels should be shifted each frame?
   - 60 frames = 1 second.
 Y Distance:
 - If an actor is the active battler, shift y value.
 - Negative: up. Positive: down.
   Shift Speed:
   - How many pixels should be shifted each frame?
   - 60 frames = 1 second.

---

Effects > Damage Shake

 Enable?:
 - Enable shake effects when taking HP damage?
 Duration:
 - How many frames should this effect last?
 - 60 frames = 1 second.

---

Effects > Misc

 Opacity Speed:
 - How fast does fade in/out work?
 - Lower is slower. Higher is faster.
 Move Duration:
 - How many frames does it take to move?
 - 60 frames = 1 second.

---

Tint Colors

 Tint Duration:
 - How many frames do damage tints last?
 - 60 frames = 1 second.
 Selected:
 Inputting:
 HP Damage:
 HP Healing:
 MP Damage:
 MP Healing:
 TP Damage:
 TP Healing:
 - Tint color used for specific conditions.
 - Format: [Red, Green, Blue, Alpha]

---

Tone Colors

 Dead Tone:
 Dying Tone:
 - Tone color used for dead/dying actors.
 - Format: [Red, Green, Blue, Gray]

---

Portrait Settings

FrontviewUI Preview2.png

FrontviewUI Param2.png

Settings for in-battle portraits.

---

Properties

 Flip Horizontally?:
 - Flip portraits horizontally?
 Horizontal Rate:
 - At what percentage of the screen should portraits show up?
 - 0.0 = Left, 0.5 = Center, 1.0 = Right.
 Portrait Scale:
 - At what scale are the portraits displayed at?
 - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%

---

Entrance Settings

 Enter Offset X:
 - How many pixels to offset the entrance point?
 - Negative: left. Positive: right.
 Enter Duration:
 - How many frames does it take to enter?
 - 60 frames = 1 second.

---

Opacity Settings

 Action Fade Out:
 - How many frames to fade out portraits on action portraits?
 - 60 frames = 1 second. Use 0 to disable.
 Targeting Opacity:
 - What opacity should be used when targeting actors/enemies?
 - Use numbers from 0 to 255.
 Targeting Opacity:
 - How fast does fade in/out work?
 - Lower is slower. Higher is faster.

---

Frontview Settings

 Show During Input?:
 - Show portraits during input phase?
 Show During Action?:
 - Show portraits during actions?
 Target Actor Fade?:
 - Fade when targeting actors?
 Target Enemy Fade?:
 - Fade when targeting enemies?

---

Sideview Settings

 Show During Input?:
 - Show portraits during input phase?
 Show During Action?:
 - Show portraits during actions?
 Target Actor Fade?:
 - Fade when targeting actors?
 Target Enemy Fade?:
 - Fade when targeting enemies?

---

Battle Scene Settings

FrontviewUI Preview1.png

FrontviewUI Param3.png

Settings for the battle scene.

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General

 Compact Width?:
 - Make the status area more compact or have it extend the full width of
   the screen?
 Command Help Window?:
 - Show the Help Window for Actor Command Window and Party Command Window?
 Edge Buffer:
 - How many pixels of buffer room should there be from the screen edge?
 Max Rows:
 - What is the maximum number of displayed rows for battle windows?
 Window Scale:
 - What scale should windows appear at?
 - 0.0 = 0%, 0.5 = 50%, 1.0 = 100%
 Show Cancel Button?:
 - Show/hide the cancel button in battle?
 Show Shop Status?:
 - Show/hide the shop status window in battle?
 - Requires VisuMZ_1_ItemsEquipsCore!

---

Position

 Initial UI Position:
 - Determines the initial position of the status UI.
   Move Center?:
   - Move the status UI from the initial position to the center?
 Actor Command Window:
 Party Command Window:
 Item Window:
 Skill Window:
 - Determines the location of the specified window in battle.

---

Animation Offset

 Offset X:
 - How many pixels to offset the x position?
 - Negative: left. Positive: right.
 Offset Y:
 - How many pixels to offset the y position?
 - Negative: up. Positive: down.

---

Base Offset

 Offset X:
 - How many pixels to offset the x position?
 - Negative: left. Positive: right.
 Offset Y:
 - How many pixels to offset the y position?
 - Negative: up. Positive: down.

---

Stack Offset

 Offset X:
 - How many pixels to offset the x position?
 - Negative: left. Positive: right.
 Offset Y:
 - How many pixels to offset the y position?
 - Negative: up. Positive: down.

---


Battle Window Settings

Settings that alter the window settings in-battle.

---

Window Widths

 Command Windows:
 Action Windows:
 - Type in the numeric value you want this width to be.
 - Otherwise, type "auto" to let the plugin adjust them.

---


Map Scene Settings

FrontviewUI Preview3.png

FrontviewUI Param4.png

Settings for the map scene.

---

General

 Show UI on Map?:
 - Show the frontview UI on the map by default?
 - Does NOT work with other battle layouts.
 Compact Width?:
 - Make the status area more compact or have it extend the full width of
   the screen?

---

Position

 Initial UI Position:
 - Determines the initial position of the status UI.

---

Fading

 Close Minimum Opacity:
 - Minimum opacity when the player is too close to the status window on the
   map screen.

---

Scaling

FrontviewBattleUi Update120 Preview.png

 Scale Ratio:
 - What is the scaling for this UI on the map scene?

---


Terms of Use

1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com.

2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella".

3. You may edit the source code to suit your needs, so long as you do not claim the source code belongs to you. VisuStella also does not take responsibility for the plugin if any changes have been made to the plugin's code, nor does VisuStella take responsibility for user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow custom JavaScript code.

4. You may NOT redistribute these plugins nor take code from this plugin to use as your own. These plugins and their code are only to be downloaded from VisuStella.com and other official/approved VisuStella sources. A list of official/approved sources can also be found on VisuStella.com.

5. VisuStella is not responsible for problems found in your game due to unintended usage, incompatibility problems with plugins outside of the VisuStella MZ library, plugin versions that aren't up to date, nor responsible for the proper working of compatibility patches made by any third parties. VisuStella is not responsible for errors caused by any user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow JavaScript code.

6. If a compatibility patch needs to be made through a third party that is unaffiliated with VisuStella that involves using code from the VisuStella MZ library, contact must be made with a member from VisuStella and have it approved. The patch would be placed on VisuStella.com as a free download to the public. Such patches cannot be sold for monetary gain, including commissions, crowdfunding, and/or donations.

7. If this VisuStella MZ plugin is a paid product, all project team members must purchase their own individual copies of the paid product if they are to use it. Usage includes working on related game mechanics, managing related code, and/or using related Plugin Commands and features. Redistribution of the plugin and/or its code to other members of the team is NOT allowed unless they own the plugin itself as that conflicts with Article 4.

8. Any extensions and/or addendums made to this plugin's Terms of Use can be found on VisuStella.com and must be followed.

Terms of Use: Japanese


『VisuStella MZ』利用規約

1. これらのプラグインは、VisuStella.comおよび/または公式に承認されたVisuStellaのソースから合法的な手段で入手したものである限り、フリーゲームや商用ゲームに使用することができます。例外的に使用が禁止される場合については、VisuStella.comの記載をご確認ください。

2. 本プラグインの「クレジット」部分に記載されているすべてのコーダーの名前は、ゲーム内にクレジット表記を行うか、もしくは「VisuStella」という名前の下にまとめて表記する必要があります。

3. ソースコードを自分のものだと主張しない限りは、必要に応じて編集することが可能です。ただしプラグインのコードに変更が加えられた場合、VisuStellaはそのプラグインに対して一切の責任を負いません。高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードについても、VisuStellaは一切の責任を負いません。

4. これらのプラグインやプラグイン内のコードを、「自分のもの」として再配布したり使用したりすることはできません。これらのプラグインとそのコードは、VisuStella.comおよび、その他の公式/承認済みVisuStellaソースからのみダウンロードすることができます。公式/承認済みのソースのリストは、VisuStella.comでご確認いただけます。

5. VisuStellaは、意図しない使用方法による問題、VisuStella MZライブラリ以外のプラグインとの非互換性の問題、プラグインのバージョンが最新でないことによる問題、第三者による互換性パッチが適切に動作していないことなどが原因でゲーム内で発生した問題については、一切の責任を負いません。VisuStellaは、高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードに起因するエラーについても、一切の責任を負いません。

6. VisuStella MZライブラリのコードを使用した互換性パッチをVisuStellaとは関係のない第三者を通じて作成する必要がある場合は、まずVisuStellaのメンバーと連絡を取り、承認を得る必要があります。パッチはVisuStella.comに公開され、誰でも無料でダウンロードすることができるようになります。このようなパッチを、制作発注やクラウドファンディングの対象にしたり、寄付などの金銭的な利益を得るために販売することはできません。

7. このVisuStella MZプラグインが商用製品である場合、プロジェクトチームのすべてのメンバーは、それを使用するため、それぞれ製品を購入しなければなりません。使用方法には、関連するゲームメカニクスの作業、関連するコードの管理、および/または関連するプラグインコマンドや機能の使用、が含まれます。プラグインそのものやそのコードをチームの他のメンバーに再配布することは第4項に抵触するため、そのメンバーがプラグインそのものを所有していない限りは許可されません。

8. このプラグインの利用規約の追加項目や補足については、VisuStella.comに掲載されていますので、それを参照し従ってください。

Credits

If you are using this plugin, credit the following people in your game:

Team VisuStella

Changelog

Version 1.12: September 19, 2024

  • Documentation Update!
    • Help file updated for new features.
  • New Features!
    • New Plugin Parameters added by Arisu:
      • Parameters > Window Settings > Window Widths > Command Windows
      • Parameters > Window Settings > Window Widths > Action Windows
        • Type in the numeric value you want this width to be.
        • Otherwise, type "auto" to let the plugin adjust them.


Version 1.11: July 18, 2024

  • Bug Fixes!
    • Fixed a bug where on the map scene so that State Tooltips no longer appear if the Frontview Battle UI is not visible. Fix made by Olivia.
    • Fixed a bug where after turning off map visibility, State Tooltips didn't work properly in battle. Fix made by Olivia.


Version 1.10: May 16, 2024

  • Bug Fixes!
    • Fixed a problem where in frontview, actor sprites temporarily appear when being damaged with certain plugin combinations.
  • Feature Update!
    • The process of entering battle from the map will no longer cause the Frontview UI on the map to enter and exit out of transparency. Update made by Arisu.


Version 1.09: September 14, 2023

  • Bug Fixes!
    • Fixed a crash that would occur if no face graphics are used. Fix made by Irina.
  • Compatibility Update!
    • Added better compatibility with VisuMZ_3_AutoSkillTriggers.
    • Added better compatibility with VisuMZ_3_StateTooltips.


Version 1.08: August 17, 2023

  • Bug Fixes!
    • Fixed a bug where the Break Shield icon is not showing. Fix by Olivia.
    • Fixed a bug where the touch hit box did not take into account the graphical offsets. Fix made by Olivia.


Version 1.07: July 13, 2023

  • Feature Update!
    • When used together with VisuMZ_4_MultiLayerHpGauge, any visible enemy HP gauges will push down windows on a higher stack like item windows, skill windows, etc. in order to not obscure each other. Update by Olivia.


Version 1.06: June 15, 2023

  • Bug Fixes!
    • If enemies are to go before an actor in battle, the animation will not play in the correct position. This should now be fixed. Fix by Olivia.


Version 1.05: March 16, 2023

  • Bug Fixes!
    • Fixed a visual issue with long actor names being cut off on the last letter. Fix made by Arisu.


Version 1.04: January 19, 2023

  • Bug Fixes!
    • Fixed a bug that would crash if you only have VisuMZ_1_ItemsEquipsCore installed but not the VisuMZ_1_SkillsStatesCore.
    • Fade Out event command will now hide the Frontview Battle UI on the map scene. This will not happen during battle. Fix made by Irina.
    • Fixed a bug that prevented the face sprites from being clickable when it came to selecting an actor as a target for items and skills in frontview. Fix made by Irina.
  • Documentation Update!
    • "Extra Features" section updated for "VisuMZ_1_ItemsEquipsCore"
      • Changed to the following:
        • Those using the Items and Equips Core plugin can have the Shop Status Window be displayed during battle to show information regarding the items selected during input. If you want this to appear for skills, too, make sure you also have VisuMZ_1_SkillsStatesCore installed.


Version 1.03: December 15, 2022

  • Bug Fixes!
    • TPB battle systems with less than max characters should no longer crash the game. Fix made by Irina.
  • Compatibility Update!
    • Now works properly with Combat Log and doesn't cause an extra window to appear suddenly. Fix made by Irina.
  • Documentation Update!
    • Help file updated for new features.
  • New Feature!
    • New Plugin Parameters added by Olivia and sponsored by AndyL.
      • Plugin Parameters > Battler Offset Settings
        • Offsets the battler sprite positions when using Frontview Battle UI with frontview ONLY. Does NOT apply for Sideview.
      • Plugin Parameters > Map Scene Settings > Scale Ratio
        • What is the scaling for this UI on the map scene?


Version 1.02: November 24, 2022

  • Bug Fixes!
    • During the map phase, active up shift no longer occurs. Fix by Irina.


Version 1.01: November 10, 2022

  • Documentation Update!
    • Help file updated for new features.
  • New Feature!
    • New Plugin Parameter added by Irina and sponsored by AndyL:
      • Plugin Parameters > Battle Scene Settings > Command Help Window?
        • Show the Help Window for Actor Command Window and Party Command Window?


Version 1.00 Official Release Date: December 5, 2022

  • Finished Plugin!

See Also


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