Actions & scenes

Actions

action, onCancel, menu items — one action or an array (run in order).

typeParametersEffect
scenenameSceneManager.push of a scene class
back—SceneManager.pop
customidOpens a custom scene
focustargetActivates a command / list of a custom scene
commonEventidReserves a common event (leaves menus to the map)
switchid, value: true false "toggle"
variableid, op: set add sub mul div mod, value
sename volume pitch panPlays a sound
systemopStandard commands
pluginCommandplugin command argsPlugin command of any plugin
callfn ("MyPlugin.open"), argsFunction by path, no eval
scriptcodeOnly with MF_Core Allow Scripts

Own types: MF.SimpleVisual.registerAction(type, handler, meta) — see Script API.

system ops

menu item skill equip status options save load gameEnd newGame title map exit.

Conditions

condition, enabled, visible of items — MF.Condition:

{ "switch": 12 }
{ "variable": 5, "op": ">=", "value": 3 }
{ "gold": 100, "op": ">=" }
{ "all": [ { "switch": 1 }, { "switch": 2 } ] }
{ "any": [ { "switch": 1 }, { "switch": 2 } ] }

Custom scenes

"Custom_Bestiary": {
  "custom": true, "background": "blur", "initialFocus": "list",
  "elements": [
    { "id": "list", "type": "list", "source": "database", "table": "enemies",
      "y": 124, "width": 300, "height": "100%-124",
      "template": [ { "type": "text", "text": "{name}", "x": 8, "width": "100%-16" } ] },
    { "id": "info", "type": "window", "x": 300, "y": 124, "width": "100%-300", "height": "100%-124",
      "text": "\\C[16]{list.name}\\C[0]\nHP: {list.mhp}" }
  ]
}
FieldDescription
customtrue — opened by { "type": "custom", "id": … } or OpenCustomScene
background"blur" (default), "none", picture "titles1/Beach"
initialFocusActive command / list id (default — first visible)

Layout chain: Scene_MenuBase → Scene_Custom (all custom scenes) → <id>. Cancel defaults to back; clicking an inactive list focuses it.

"menuCommands": [
  { "name": "Bestiary", "symbol": "bestiary", "after": "status",
    "enabled": { "switch": 10 }, "action": { "type": "custom", "id": "Custom_Bestiary" } }
]

after / before: item skill equip status formation options save gameEnd or the symbol of another own command; default — before options. visible / enabled — conditions. The action is read when the command is chosen, so edits work without reopening the menu.

Editor, no JSON needed:

Presets

"presets": {
  "compact": { "scenes": { "Scene_Menu": { "windows": { "_goldWindow": { "visible": false } } } } }
}

Partial layout merged over the file; arrays (elements) replace the originals. Switch: SetLayoutPreset or MF.SimpleVisual.setPreset(name); stored in the save. Files: data/SimpleVisualPresets/<name>.json — { "format": "SimpleVisualPreset", "version": 1, "name", "preset" } (editor: Project › Presets — preview, export / import, rename, duplicate, delete; the preset content is edited as JSON).

HUD

{ "id": "hp", "type": "gauge", "member": 0, "stat": "hp", "hud": true, "x": 8, "y": 8, "width": 200,
  "hideOnMessage": true, "hideOnEvent": false, "fadeFrames": 12, "fadeUnderPlayer": 96 }
PropertyDefaultDescription
hideOnMessagetrue on the mapHide while a message is shown
hideOnEventfalseHide while an event runs
fadeFrames12Fade duration, 0 — instant
fadeUnderPlayer—Opacity 0–255 while the player is behind

Hidden in the menu snapshot and during the encounter effect. ShowHud / HideHud; the player may choose the anchor (optHudPosition).

Battle

Player settings

Stored in config.rmmzsave (MF.Config, key MF_SimpleVisual): { "theme", "windowOpacity", "fontSize", "hudPosition" }; null — developer value. Only keys allowed by the parameters are applied and shown in Scene_Options.