Actions & scenes
Actions
action, onCancel, menu items — one action or an array (run in order).
| type | Parameters | Effect |
|---|---|---|
scene | name | SceneManager.push of a scene class |
back | — | SceneManager.pop |
custom | id | Opens a custom scene |
focus | target | Activates a command / list of a custom scene |
commonEvent | id | Reserves a common event (leaves menus to the map) |
switch | id, value: true false "toggle" | |
variable | id, op: set add sub mul div mod, value | |
se | name volume pitch pan | Plays a sound |
system | op | Standard commands |
pluginCommand | plugin command args | Plugin command of any plugin |
call | fn ("MyPlugin.open"), args | Function by path, no eval |
script | code | Only 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}" }
]
}
| Field | Description |
|---|---|
custom | true — opened by { "type": "custom", "id": … } or OpenCustomScene |
background | "blur" (default), "none", picture "titles1/Beach" |
initialFocus | Active 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.
Main menu items
"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:
- Main menu › select the command window › Edit commands: + item adds a command after the selected one; an own command has Name, On select (action) (⚡ — the same action editor as buttons),
enabled, ↑ / ↓ and Delete command. Standard commands getaction/enabledoverrides (commands). - Project › Main menu commands: the same list as cards (symbol, position after / before, conditions). The raw JSON is under JSON.
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 }
| Property | Default | Description |
|---|---|---|
hideOnMessage | true on the map | Hide while a message is shown |
hideOnEvent | false | Hide while an event runs |
fadeFrames | 12 | Fade 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
- Windows: see Scene_Battle; shared map + battle layout —
scenes.Scene_Message. _statusWindowslides relative to its new position;"slide": false— never._actorWindow/_enemyWindowtake the geometry of_statusWindowunless set.- Rows of
Window_BattleStatus:templatewith actor fields,actorGauge,actorState. - Elements with
"parent": "w:<window>"fade with the window open / close animation.
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.