NaosoX

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@alltheyuriz in an event show the picture(s) arranged how you like them. Then using plugin command, link the picture number to a common event.
 

Knightmare

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I tried entering the short names (def, mdef, etc) of the parameters I was testing with the two plugins into the VS categories field where the other entries were in the status menu, but when entering the game, it just left a blank space.

Here's what I have going on with my future project to illustrate what I meant since I don't know if I explained properly...

As you can see they show up in the stat menu and there's ways to get those stats up to not have them be at 0.
 

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Fionn23

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Anyone know the javascript code of visustella's set movement route Move To? Seems like events are only moving in 8 direction when using Move To. Events wont move in 8 direction using moveStraight.
 

Leprikon01

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Hello. Is it possible to use animation from Spine 2d in the Dragonbones Union plugin? Or somehow adapt these animations.
 

C Frost

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ahoy all! Been familiarizing myself with VisuStella core engine and battle core, and have come across something I can't figure out.

The battle core allows battlers to actually rush their target to deliver attacks from close-range, which is good for melee enemies/attacks, but what I'm wondering is if there is a way to tell it NOT to do that on either a per-skill or per-enemy basis, to account for enemies that attack with guns or bows. This isn't a problem for actors using sprites as their battlers, because if they are equipped with a bow or gun, they stay put while attacking. But enemies using static images for battlers still jump right up into their target's face when attacking every time, even if the enemy is supposed to be using ranged attacks.

Additionally, I want to see if there is a way to prevent the attack name from being displayed when using a skill. As with the battler moving in on its target, this is something I WANT to have happened most of the time, but in instances where I use a specific skill (instead of the stock "normal hit") as an enemy's main attack, I don't want the name box with the skill name appearing when it uses it.

So I wanted to see if there are notetags, plugin settings/commands, etc. that can be used to solve these (or if they can be solved via settings in the RPGM editor that I've just missed...).

Thanks!
 

Snorre

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Hi!
Im using the battle core plugin and are having some trouble with the function where my actor "steps" forward while Im choosing their action during battle. Instead of moving straight forward and back, they now move diagognally upwards (and then back). I can`t seem to find any settings controlling this function, nor do I know what prompted the change in the first place.

Any suggesting on how to change it or preferably how to remove the function altogether?
 

pennylessz

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I want to use Dragonbones with this. Do I need the specific version the plugin was made for? I can't find it anywhere, only the latest one.
 

bgrizzmayne

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Is there any way to show additional battle commands? I'd like to show 6 or 8. Maybe 6 with one 'MISC' that launches a sub menu for items, party, escape, etc. I'm using the battle engine and a few others.

1653335711806.png

More like:

1653335943967.png
Any tips? I've been able to modify the width of the battle command window. just not sure how to go about adding a second column. Ive playtested my game a bit, and players often forget to scroll down.
 
Last edited:

Saireau

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Hey guys!

I'm looking for a way to temporarily hide the player character's shadow added by the Events and Movement Core plugin.

I had expected there to be a plugin command to toggle it on and off, but sadly, there isn't.

Is there any possibility to find out how the shadow visibility can be changed?
 

SirMortanius

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Hey guys! I found in this thread something I really like to do aligned with @SolonWise doubt:
Hello people, I have another simple question: How do I change the battle text while using this plugin? When I miss an attack in battle, the word "miss" pops up, but I want to change it to my own language...
For what @BloodletterQ answered:
@SolonWise I did what you asked for:
  1. Go RMMZ_Sprites.js
  2. Search for "Sprite_Damage.prototype.createMiss = function() {"
  3. Edit the "Miss" in "sprite.bitmap.drawText("Miss!", 0, 0, w, h, "center");"
But what I need is a liiitle more: I want different texts for Miss and Evade. I managed to insert a new Sprite function:
JavaScript:
Sprite_Damage.prototype.createEvade = function() {
    const h = this.fontSize();
    const w = Math.floor(h * 3.0);
    const sprite = this.createChildSprite(w, h);
    sprite.bitmap.drawText("Evade", 0, 0, w, h, "center");
    sprite.dy = 0;
};

And call for it in
JavaScript:
Sprite_Damage.prototype.setup = function(target) {
    const result = target.result();
    if (result.missed) {
        this._colorType = 0;
        this.createMiss();
    } else if (result.evaded) {
        this._colorType = 0;
        this.createEvade();       
    } else if (result.hpAffected) {
        this._colorType = result.hpDamage >= 0 ? 0 : 1;
        this.createDigits(result.hpDamage);
    } else if (target.isAlive() && result.mpDamage !== 0) {
        this._colorType = result.mpDamage >= 0 ? 2 : 3;
        this.createDigits(result.mpDamage);
    }
    if (result.critical) {
        this.setupCriticalEffect();
    }
};
But it seem that VisuStella BattleCore calls for createMiss in duplicate... and I getting this:1654786905794.png
The problem is that BattleCore is encrypted, so I can't stop it from calling the createMiss() again... It should be an easy solution if there was a Plugin Parameter in BattleCore to change this texts...

Maybe someone knows an alternative...
Thanks guys!
 

SirMortanius

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Is there any way to show additional battle commands? I'd like to show 6 or 8. Maybe 6 with one 'MISC' that launches a sub menu for items, party, escape, etc. I'm using the battle engine and a few others.
Hey! I think you might get a look in the BattleCore Party Command and Actor Command Window notetags... I'm not sure about window manipulation (like the 2 columns).
 

Tuomo L

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How do I get the Promixity Compass large picture into bigger like in the screenshots? Mine is just tiny even when made into bigger size with the button press.
 

Ys42

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This thread seems to be pretty dead, but Ill ask anyway - is there a way for a skill to apply state to the user not when the skill is actually used, but at the start of the round?
It should go like this:
1)state applies to the user
2)user uses skill/enemy use skill before user
Example:
Lets say, User1 want to shoot fireball. Fireball applies state "fire" to User1. If enemy, say User2, uses at the same round a skill, that says "counters fire", and its used before fireball actually goes off, User1 gets affected by stun, so is unable to actually use his fireball.
(Im interested only in implementation of "applies state at the start of a round")
 

Kes

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@Ys42 If all you want is literally to apply a state at the beginning of any round, use the Troop event tab, use Change State command for whichever actor or enemy (or both) is involved, set to every turn, and that's it.
 

Ys42

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@Ys42 If all you want is literally to apply a state at the beginning of any round, use the Troop event tab, use Change State command for whichever actor or enemy (or both) is involved, set to every turn, and that's it.
But can it change state based on the skill, that is being used?
 

Kes

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@Ys42 Your exact sequence isn't clear, so could I just check.
You want a state applied at the beginning of every turn on the off chance that skill x will be used.
If skill x is used various effects kick in.
If it is not used, then nothing happens.

What I don't get is this:
If user 1 is going to get stunned, for whatever reason and by whatever method, user 1 will not be able to use any skill, not just skill x. What additional effect are you looking for? On the face of it the state will add nothing new.

Similarly, if the state is applied at the beginning of the round and the user doesn't cast skill x, what would be the consequence of the state being on the user?
It almost sounds like what you want is the skill itself to apply the state which can easily be done just using the damage formula.
 

Roninator2

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It should go like this:
1)state applies to the user
2)user uses skill/enemy use skill before user
What you should be saying is how to apply a state from the skill selected before the action turn starts.
 

MasterTenchi

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Did you mean like:

<Auto Trigger: Battle Start>

I use that note tag on skills I need to fire at the start of combat, which then adds state(s) (usually a shield) to the user.

It can be used to do all sorts of auto triggering:

*Note1*: Being the target of an action means the potential target must be
a part of the original scope, regardless of how the targets are changed
up later by Action Sequences.

Battle Start
- Triggers skill when the battle starts.

Battle Win
- Triggers skill when the battle is won.

Death
- Triggers skill moments before the user's death.
- If the user recovers enough HP from the skill trigger, then the
user won't die. However, any other Death triggered effects will
still continue to prompt.

---

Attack User
- Triggers skill when the user uses a basic attack.

Guard User
- Triggers skill when the user guards.

Item User
- Triggers skill when the user uses any item.

Physical User
- Triggers skill when the user performs any physical action.

Magical User
- Triggers skill when the user performs any magical action.

Certain Hit User
- Triggers skill when the user performs a certain hit action.

Skill Type name User
- Triggers skill when the user performs a skill of the named
Skill Type.

Element name User
- Triggers skill when the user performs an action with the named
element type.

---

Attack Target
- Triggers skill when user is the target of a basic attack.
- See Note1 Above.

Guard Target
- Triggers skill when user is the target of a guard action.
- See Note1 Above.

Item Target
- Triggers skill when user is the target of an item action.
- See Note1 Above.

Physical Target
- Triggers skill when user is the target of a physical action.
- See Note1 Above.

Magical Target
- Triggers skill when user is the target of a magical action.
- See Note1 Above.

Certain Hit Target
- Triggers skill when user is the target of a certain hit action.
- See Note1 Above.

Skill Type name Target
- Triggers skill when user is the target of a skill by named
Skill Type.
- See Note1 Above.

Element name Target
- Triggers skill when user is the target of of an action with the named
element type.
- See Note1 Above.

---

Attack Ally
- Triggers skill when user is the target of a basic attack
and is an ally of the currently active battler.
- See Note1 Above.

Guard Ally
- Triggers skill when user is the target of a guard action
and is an ally of the currently active battler.
- See Note1 Above.

Item Ally
- Triggers skill when user is the target of an item action
and is an ally of the currently active battler.
- See Note1 Above.

Physical Ally
- Triggers skill when user is the target of a physical action
and is an ally of the currently active battler.
- See Note1 Above.

Magical Ally
- Triggers skill when user is the target of a magical action
and is an ally of the currently active battler.
- See Note1 Above.

Certain Hit Ally
- Triggers skill when user is the target of a certain hit action
and is an ally of the currently active battler.
- See Note1 Above.

Skill Type name Ally
- Triggers skill when user is the target of a skill by named
Skill Type and is an ally of the currently active battler.
- See Note1 Above.

Element name Ally
- Triggers skill when user is the target of of an action with the named
element type and is an ally of the currently active battler.
- See Note1 Above.

---

Attack Enemy
- Triggers skill when user is the target of a basic attack
and is an enemy of the currently active battler.
- See Note1 Above.

Guard Enemy
- Triggers skill when user is the target of a guard action
and is an enemy of the currently active battler.
- See Note1 Above.

Item Enemy
- Triggers skill when user is the target of an item action
and is an enemy of the currently active battler.
- See Note1 Above.

Physical Enemy
- Triggers skill when user is the target of a physical action
and is an enemy of the currently active battler.
- See Note1 Above.

Magical Enemy
- Triggers skill when user is the target of a magical action
and is an enemy of the currently active battler.
- See Note1 Above.

Certain Hit Enemy
- Triggers skill when user is the target of a certain hit action
and is an enemy of the currently active battler.
- See Note1 Above.

Skill Type name Enemy
- Triggers skill when user is the target of a skill by named
Skill Type and is an enemy of the currently active battler.
- See Note1 Above.

Element name Enemy
- Triggers skill when user is the target of of an action with the named
element type and is an enemy of the currently active battler.
- See Note1 Above.

---

Attack Friends
- Triggers skill when a basic attack occurs and the active battler
is in the user's allied team.

Guard Friends
- Triggers skill when a guard action occurs and the active battler
is in the user's allied team.

Item Friends
- Triggers skill when an item action occurs and the active battler
is in the user's allied team.

Physical Friends
- Triggers skill when a physical action occurs and the active battler
is in the user's allied team.

Magical Friends
- Triggers skill when a physical action occurs and the active battler
is in the user's allied team.

Certain Hit Friends
- Triggers skill when a certain hit action occurs and the active battler
is in the user's allied team.

Skill Type name Friends
- Triggers skill when a skill by the named Skill Type action occurs and
the active battler is in the user's allied team.

Element name Friends
- Triggers skill when an action with the named element type occurs and
the active battler is in the user's allied team.

---

Attack Friends Only
- Triggers skill when a basic attack occurs and the active battler
is in the user's allied team, but the active battler cannot be the user.

Guard Friends Only
- Triggers skill when a guard action occurs and the active battler
is in the user's allied team, but the active battler cannot be the user.

Item Friends Only
- Triggers skill when an item action occurs and the active battler
is in the user's allied team, but the active battler cannot be the user.

Physical Friends Only
- Triggers skill when a physical action occurs and the active battler
is in the user's allied team, but the active battler cannot be the user.

Magical Friends Only
- Triggers skill when a physical action occurs and the active battler
is in the user's allied team, but the active battler cannot be the user.

Certain Hit Friends Only
- Triggers skill when a certain hit action occurs and the active battler
is in the user's allied team, but the active battler cannot be the user.

Skill Type name Friends Only
- Triggers skill when a skill by the named Skill Type action occurs and
the active battler is in the user's allied team, but the active battler
cannot be the user.

Element name Friends Only
- Triggers skill when an action with the named element type occurs and
the active battler is in the user's allied team, but the active battler
cannot be the user.

---

Attack Opponents
- Triggers skill when a basic attack occurs and the active battler
is in the user's opposing team.

Guard Opponents
- Triggers skill when a guard action occurs and the active battler
is in the user's opposing team.

Item Opponents
- Triggers skill when an item action occurs and the active battler
is in the user's opposing team.

Physical Opponents
- Triggers skill when a physical action occurs and the active battler
is in the user's opposing team.

Magical Opponents
- Triggers skill when a physical action occurs and the active battler
is in the user's opposing team.

Certain Hit Opponents
- Triggers skill when a certain hit action occurs and the active battler
is in the user's opposing team.

Skill Type name Opponents
- Triggers skill when a skill by the named Skill Type action occurs and
the active battler is in the user's opposing team.

Element name Opponents
- Triggers skill when an action with the named element type occurs and
the active battler is in the user's opposing team.
 

Ys42

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Did you mean like:

<Auto Trigger: Battle Start>

I use that note tag on skills I need to fire at the start of combat, which then adds state(s) (usually a shield) to the user.

It can be used to do all sorts of auto triggering:

*Note1*: Being the target of an action means the potential target must be
a part of the original scope, regardless of how the targets are changed
up later by Action Sequences.

Battle Start
- Triggers skill when the battle starts.

Battle Win
- Triggers skill when the battle is won.

Death
- Triggers skill moments before the user's death.
- If the user recovers enough HP from the skill trigger, then the
user won't die. However, any other Death triggered effects will
still continue to prompt.

---

Attack User
- Triggers skill when the user uses a basic attack.

Guard User
- Triggers skill when the user guards.

Item User
- Triggers skill when the user uses any item.

Physical User
- Triggers skill when the user performs any physical action.

Magical User
- Triggers skill when the user performs any magical action.

Certain Hit User
- Triggers skill when the user performs a certain hit action.

Skill Type name User
- Triggers skill when the user performs a skill of the named
Skill Type.

Element name User
- Triggers skill when the user performs an action with the named
element type.

---

Attack Target
- Triggers skill when user is the target of a basic attack.
- See Note1 Above.

Guard Target
- Triggers skill when user is the target of a guard action.
- See Note1 Above.

Item Target
- Triggers skill when user is the target of an item action.
- See Note1 Above.

Physical Target
- Triggers skill when user is the target of a physical action.
- See Note1 Above.

Magical Target
- Triggers skill when user is the target of a magical action.
- See Note1 Above.

Certain Hit Target
- Triggers skill when user is the target of a certain hit action.
- See Note1 Above.

Skill Type name Target
- Triggers skill when user is the target of a skill by named
Skill Type.
- See Note1 Above.

Element name Target
- Triggers skill when user is the target of of an action with the named
element type.
- See Note1 Above.

---

Attack Ally
- Triggers skill when user is the target of a basic attack
and is an ally of the currently active battler.
- See Note1 Above.

Guard Ally
- Triggers skill when user is the target of a guard action
and is an ally of the currently active battler.
- See Note1 Above.

Item Ally
- Triggers skill when user is the target of an item action
and is an ally of the currently active battler.
- See Note1 Above.

Physical Ally
- Triggers skill when user is the target of a physical action
and is an ally of the currently active battler.
- See Note1 Above.

Magical Ally
- Triggers skill when user is the target of a magical action
and is an ally of the currently active battler.
- See Note1 Above.

Certain Hit Ally
- Triggers skill when user is the target of a certain hit action
and is an ally of the currently active battler.
- See Note1 Above.

Skill Type name Ally
- Triggers skill when user is the target of a skill by named
Skill Type and is an ally of the currently active battler.
- See Note1 Above.

Element name Ally
- Triggers skill when user is the target of of an action with the named
element type and is an ally of the currently active battler.
- See Note1 Above.

---

Attack Enemy
- Triggers skill when user is the target of a basic attack
and is an enemy of the currently active battler.
- See Note1 Above.

Guard Enemy
- Triggers skill when user is the target of a guard action
and is an enemy of the currently active battler.
- See Note1 Above.

Item Enemy
- Triggers skill when user is the target of an item action
and is an enemy of the currently active battler.
- See Note1 Above.

Physical Enemy
- Triggers skill when user is the target of a physical action
and is an enemy of the currently active battler.
- See Note1 Above.

Magical Enemy
- Triggers skill when user is the target of a magical action
and is an enemy of the currently active battler.
- See Note1 Above.

Certain Hit Enemy
- Triggers skill when user is the target of a certain hit action
and is an enemy of the currently active battler.
- See Note1 Above.

Skill Type name Enemy
- Triggers skill when user is the target of a skill by named
Skill Type and is an enemy of the currently active battler.
- See Note1 Above.

Element name Enemy
- Triggers skill when user is the target of of an action with the named
element type and is an enemy of the currently active battler.
- See Note1 Above.

---

Attack Friends
- Triggers skill when a basic attack occurs and the active battler
is in the user's allied team.

Guard Friends
- Triggers skill when a guard action occurs and the active battler
is in the user's allied team.

Item Friends
- Triggers skill when an item action occurs and the active battler
is in the user's allied team.

Physical Friends
- Triggers skill when a physical action occurs and the active battler
is in the user's allied team.

Magical Friends
- Triggers skill when a physical action occurs and the active battler
is in the user's allied team.

Certain Hit Friends
- Triggers skill when a certain hit action occurs and the active battler
is in the user's allied team.

Skill Type name Friends
- Triggers skill when a skill by the named Skill Type action occurs and
the active battler is in the user's allied team.

Element name Friends
- Triggers skill when an action with the named element type occurs and
the active battler is in the user's allied team.

---

Attack Friends Only
- Triggers skill when a basic attack occurs and the active battler
is in the user's allied team, but the active battler cannot be the user.

Guard Friends Only
- Triggers skill when a guard action occurs and the active battler
is in the user's allied team, but the active battler cannot be the user.

Item Friends Only
- Triggers skill when an item action occurs and the active battler
is in the user's allied team, but the active battler cannot be the user.

Physical Friends Only
- Triggers skill when a physical action occurs and the active battler
is in the user's allied team, but the active battler cannot be the user.

Magical Friends Only
- Triggers skill when a physical action occurs and the active battler
is in the user's allied team, but the active battler cannot be the user.

Certain Hit Friends Only
- Triggers skill when a certain hit action occurs and the active battler
is in the user's allied team, but the active battler cannot be the user.

Skill Type name Friends Only
- Triggers skill when a skill by the named Skill Type action occurs and
the active battler is in the user's allied team, but the active battler
cannot be the user.

Element name Friends Only
- Triggers skill when an action with the named element type occurs and
the active battler is in the user's allied team, but the active battler
cannot be the user.

---

Attack Opponents
- Triggers skill when a basic attack occurs and the active battler
is in the user's opposing team.

Guard Opponents
- Triggers skill when a guard action occurs and the active battler
is in the user's opposing team.

Item Opponents
- Triggers skill when an item action occurs and the active battler
is in the user's opposing team.

Physical Opponents
- Triggers skill when a physical action occurs and the active battler
is in the user's opposing team.

Magical Opponents
- Triggers skill when a physical action occurs and the active battler
is in the user's opposing team.

Certain Hit Opponents
- Triggers skill when a certain hit action occurs and the active battler
is in the user's opposing team.

Skill Type name Opponents
- Triggers skill when a skill by the named Skill Type action occurs and
the active battler is in the user's opposing team.

Element name Opponents
- Triggers skill when an action with the named element type occurs and
the active battler is in the user's opposing team.
Was working this day, heres more detailed explanation.
Combat in RPGMaker goes something like this
Battle Start()Battle End - those doesnt concern me
Combat consists of Rounds, each round contain 1 turn per combatant, after round end (or before one start) you have player imput phase. Im interested in Round Start. How is it different from Combat Start? WELL, there could be more then 1 round start per encounter.

So, player does input > round starts (here the states should be applied via skills) > actual turn order starts
 

NaosoX

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Was working this day, heres more detailed explanation.
Combat in RPGMaker goes something like this
Battle Start()Battle End - those doesnt concern me
Combat consists of Rounds, each round contain 1 turn per combatant, after round end (or before one start) you have player imput phase. Im interested in Round Start. How is it different from Combat Start? WELL, there could be more then 1 round start per encounter.

So, player does input > round starts (here the states should be applied via skills) > actual turn order starts
There may be a bit of confusion regarding the terminology.
1661152860718.png
I'm assuming you are referring to "turn" phase, which processes like this:
1661153164983.png

Now that we have established the terms used, please tell us what type of battle system you are using. Turn-based and TPB act differently.
A turn consists of 1 action per available actor and enemy.
A turn only changes when available enemies have taken their actions.

Now that we have identified the battle style, please tell us what you wish to achieve.
 

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