You should seek out 'WaterSlide - Glaciere' on YT. Though that one is more melancholic, it has segments where the sound is muffled (as if underwater) and then slowly goes back to normal, as if the listener was back up the surface. Has some great tunes I think you might like and/or could inspire you.
Succubus Nirriti
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Both of these seems to work! Thank you very much. I've placed them—alongside the rest—inside the (Battle) Common Event called after each encounters. The only solution I could come for treasure gold, was to make it so that EACH chest has a variable addition (no script) based off the 'Gold Looted' part of your ExtraStats plugin. For EXP, for the sake of making things easier, Ill just focus on my main character on that one.
So reasonably speaking, only the distinction of Weapons/Armor/Items bought isnt possible, as well as highest recorded DMG and total # of critical attacks dealt. You've basically got me most of what I wanted that I couldnt do on my own (and got me learning some more along the way). So once again, thank you. :) Happy with those as I wanted to replicate a DATA/PLAY ROOM of sort from one of my 2 favorite games.
I have some for you, Casper. :) I plan on using your plugin mainly for the "extra stats checking (and referencing)" part. I would like the following to be added inside the "Variable Options":
- Weapons Bought
- Armor Bought
- Total Critical
- Enemies Slain
- Highest Damage
- Death Count
- Total EXP earned
The reason I ask, is that category of your plugin makes it super easy to tie a custom statistic to a variable. Yours enabled me to add Gold Spent + Damage Taken / Dealt easily, which is appreciated. I've only learned and made my variables database today (all pre-sorted + named), so was a lot to take in. For one, its strange how they never auto-update on their own when checked inside the debugging menu (your Battle Result plugin can allow constant-reupdating anything battle-related, however, which is great).
EDIT: Your script-call for variables (forcing them to update post-battles) works! <3 Also interestingly, the ones set inside the "variable options" such as Items bought, DMG Dealt/Taken always update automatically. I dont even need to trigger an event nor add them in a C.E. post-battle! One more thing: If fleeing via item-use, the count doesn't seem to update "Escape Count". Lastly: I understand why you split "Money Earned from Battle" vs "Sold items." But what if one wanted "Earned from battles" PLUS "Earned from Chests" added up together as well? If I make an achievement for the player being "earn 5o'ooo gold" for example, I want the gold from treasure chests to also count (just not whats gotten as Sold Items as its an obvious exploit).
Following the TOUCH UI discussion on the forums last night, it got me thinking... In battle, mouse clicking on menus still works (both of my anti-touch plugin let that slip-in). Is it possible to have this one disable touch (aka using a mouse for menu selection) as well?
To be clear, the touch/mouse use UI is indeed disabled in battle. The intent of my comment being wanting the player to stick to its controller (or as a last resort, keyboard). Having the mouse being 1OO% unusable at all time. If its too much trouble, its fine as is—no biggies.
I've made a copy of my project, deleted all plugins except 2 of yours (log and Battle UI). The same thing occurs (so its safe to say Ive localized the issue). Though youre right I should have done that first and clarified. I'd send that to you via protonmail but there's a 2O~25MB limit for free users.
As for the item, its just a simple battle-item. The dmg formula doesnt matter in this case: Target: 1 Enemy. Consumed on use. HitType: Certain Hit. Load a sample project, make a dummy event with a battle processing command and test the issue there. Just in case: It doesnt occur on self-use items (like potions). Just on offensive items targeting 1 enemy.
Had to re-set a bunch of settings for the updated equip menus (2.0.1) but its worth it. I think the best part is the fact that the icons are now very convenient/easy to pick (instead of going back to the engine, pick one, check number, paste number). You can also rename parameters (as before) in the settings of the supreme plugin (UI Customizer).
Hello DM! I think I've found a bug, could you try and replicate it on your end? It occurs during the selection of items (in battle).
Items Command > Pick Battle Item (that aims at 1 enemy). The cursor is now on 1 enemy. > Cancel (to go back to item select). The "main command" window looks temporarily "stamped" over the item selection menu (it doesnt seem to have any ill effect besides visual oddity which might cause confusion).
Made a whole bunch of new tests. Honestly, the blinking presets are just way too strong (tried all 3: "FF3 Transition Basic", "RetroFlash (NES)" and "White Flash (Blinking)." Thats really dangerous for eyes. And it doesnt seem like editing the intensity works for those (only the speed). It does work on Water Ripples and a bunch of others. Would the option to flicker the overlay picture be better? One could tone down the white flash effect at will with any illustration software.
So far, my favorite is Shockwave (Standard) + Zoom Punch + Pixelate effects together. Those are really nice on the eyes. I think Ill stick to those for the time being. Id be glad to have my game to be out there with that effect. But Id like to see how you could alter the blinking/flashing ones (including the ones where the colors are reversed).
I've edited my comment a bunch of time to be more to-the-point and clarify some parts.
Hey, Kadajah. I just tested it, and at a glance it seems pretty well done! You basically only need to type the name of the preset (mode) you can edit in easy-to-understand dropdowns. I tried the 'Retro RPG' one and its great! Its trippy as heck and I love the pixelization effect you added at the end. I also like that you added a sound effect option too—adding to the engine's default (so we get to have more than just one playing). More option for the user is great. For me, Ill stick with adding the encounter SFX via the engine itself as its simpler (plus can adjust the sound there).
I made a lot of test for some parameters, and it seems the main part to alter is Map Intensity and "Map Speed (if talking about the screen flash FX). As it is, its not possible to lower values beneath 0.1 (excluding 0, 0.1 is the minimum value possible). Ill need to do a lot more tests, but as is, you already did an excellent job! Ill gladly recommend it to others when the topic comes. Ill be working on a commission for a few days, but once Im free to work on my project again, Ill be more thorough and come back to you with more feedback. Ill give you 5★. TY, Kadajah. 🦇✨ Great plugin!
Excellent set for an underserved niche! I love the fact you took the time to make CLASSIC versions as well (love those the most in this set). Its just so good! Well deserved 5✮. Will keep an eye on your future releases. 🦇 If my game project is somewhat successful, Ill gladly send you some Maccas (ћ)!
On a side note, in the GOLD set, I like "City Cage" the most. Really nailed the SMT III atmosphere!
EDIT: I took the time to "ingrain" your name, track titles, album titles, track number, total track number and source url into the music files themselves (otherwise, only the file themselves are named). Would you like me to send you a copy? Would be nice for others (as an update). :)
Theres a lot of really nice sprites in this set. You'd think there would be more made in this style, from many, but theres a severe lack of it here on Itch. Anyways, my favorites are the knights, dragons and griffons. Of course, theres way more and plenty others I like from it. Quality NES/Famicom style materials—an easy 5★.
Hello AusisticMouse. :3 Just a fan-comment to say I've made a few plugins recently, with the help of one of your videos (and a friend). Thanks!
Thought a lot about your luck plugin. But in the end I wont make use of it, as I like it easier to balance (on my end) + for the player (to calculable/plan for) when buying/equipping gear. Still, it helped me understand a lot of things, to inspect it. Those plugins and their ease of use are worth the 5★. I might make use of the custom-floor dmg one... But it can also be done via common events so I'll see.
★ Making a new one right now (my own luck plugin) in fact, but instead only affecting status affliction: by boosting its difference bonus. Its effective range you could say. Even added an easy conversion chart within the description box for references. Making simple plugins is more fun than I thought; You just need some luck in finding all the right functions to alter (hardest part).
Aerosys, I have a suggestion (for others' sake). I was trying to see what counted in making EX or SP stats display properly. But then seeing only a 1 or 0 for a while puzzled me—it occurred to me some time later... Thats the EXACT same with how it is in the code! EX: Critical isnt "10%" its "0.10." I made myself a personal chart with the proper formula for EX/SP parameters.
For those who dont have much experience in that part of the engine, I think it would greatly help them to write the code formulas in the plugin's help box/description. Ill edit your plugin and write them down myself there for quick references. 
For passersby reading this, youll notice that I removed any mentions of TP. Thats simply because Ive no use for it in my game. EDIT: Remade my "chart" so that others can easily download it for easy referencing.
No problem. I asked as due to how MZ handle events, it would require me to put an event on all maps. That would be tedious and a lot of separate parts to fix/remedy in case mistakes are made (on the user's end). You say persistence... so once loaded it keeps working on all the other maps? Does it stays "on" once the game is closed (after saving) and especially on a new map after a game is loaded?
I'm repeating myself here, but I really would like it if it was all controllable from the plugin manager instead. It would be much cleaner, with far less headaches on the user's end. What if you kept your plugin product as a bundle of 2 types? One being EVENT-BASED + Plugin Manager and a second version which would be 100% Plugin Manager only? I can only make very rudimentary plugins myself since 1-2 month(s) ago. Its far too complex for me to know how reasonably feasible it would be for you. I would want them all universally applied to all forms of encounters.
[ Updated my reply ] Im okay. Ive bought it and tested it for a while. It seems from within the plugin itself, you cannot edit that much (stucked by default on the ripple effect but you can toggle the zoom which is nice). Would it be possible to have it all self-contained within the plugin manager menus, instead of relying on events? As it stands, your plugin contains 85% of its features for EVENTS ONLY! Some more is contained inside the plugin menu.
Your method isnt bad: Its neat as you can specify some transitions for specific battles! But... If you want to globally change ALL encounters (including random ones), its very limited. Would it be possible for you to do? On another note, the ripple effect is well made.
Way more organic-looking than even modern RM RTPs. I like the shores and cliffs especially. Its nice how the darker grass area on a floor below gives a good elevation effect (seen on the preview). Way you made the bottom of the cliffs could very well work for floating islands, which is a plus. Lovely bridge.
Did you come across troubles making the water/shores part? I ask as it might seem EASY to outsiders, but theres a level of ####### in doing so which isnt obvious when editing your own. Like, its inverted near corners in a way that doesnt make sense and is confusing. Furthermore: You risk having artefacts/odd bits in corners once seen during playtests. Its not a matter of "Oh, theres an odd bit there, lets delete it." Do you know what I mean? Did you initially come upon similar issues? I ask as I made my own world-map shores a year ago.
Ive got 2 simple suggestions for this plugin and the LogSettings one which would really put a bow on both!
1. BATTLE UI.
Have it possible to loop upward or downward when selecting skills. In a few places in RMMZ, the menus loops vertically. The reason for this suggestion is for ease of access for skills. If you have a character with a long list, one seeking to use a skill at the bottom could just press UP once to instantly go down, saving time. Same for hitting down when at the bottom.
2. BATTLE LOG.
When making a spell, especially with them sorted into 3 columns, one is forced to shorten names (by a lot). However, you can set "messages" in the skills settings. It seems that when using the battle log's plugin, the message part is ignored. Why making it possible could be nice for, is writting a spell's name in FULL when cast (one written under <message> on the skill's settings).
The Skill scene plugin is excellent. :)
Im here to report on an oddity;
When opening the skill scene plugin menu, theres a green message saying "A new version of this plugin is available: 1.1.0." But clicking on it brings users to the battle plugin page (???) Furthermore, the skill scene plugin page doesnt mention any update—and nor does the battle one.
Having made my own battle sprite sheets for SV, I know its very time consuming to do. To spare me some headaches, Ive only made the hands (not the arms), for instance. While this tool/asset bundle wont serve me much, Im 1OO% sure it will for a myriads of other fans of the style. More the better—for everyone. May it sell plenty! EDIT: I still might get it later.

