Getting started
From an empty project to a re-arranged menu, a custom scene and a map HUD.
1Install
Plugin Manager: MF_Core → MF_SimpleVisual → MF_SimpleVisualEditor, all ON. Nothing changes yet — without data/SimpleVisual.json the game looks standard.
2Open the editor
Test play, open the main menu, press F10. Windows get blue outlines, elements green. Ctrl+S saves, Ctrl+Z undoes, F10 closes.
3Move a window
Drag _commandWindow to the right side and hide the gold window (Delete). The file now contains:
{
"version": 1,
"scenes": {
"Scene_Menu": {
"windows": {
"_commandWindow": { "anchor": "top-right", "x": 0, "y": 0, "width": 240 },
"_statusWindow": { "x": 0, "width": "100%-240" },
"_goldWindow": { "visible": false }
}
}
}
}
Layouts of Scene_MenuBase apply to every menu — see inheritance.
4Add an element
"elements": [
{ "id": "gold", "type": "text", "anchor": "bottom-right", "x": -8, "y": -8,
"text": "\\I[314] {game.gold} {game.currency}" }
]
5Custom scene
Editor: Project › New custom scene, or write it:
"Custom_Bestiary": {
"custom": true,
"elements": [
{ "id": "list", "type": "list", "source": "database", "table": "enemies", "width": 300, "height": "100%" },
{ "id": "info", "type": "window", "x": 300, "width": "100%-300", "height": "100%",
"text": "{list.name}\nHP: {list.mhp}" }
]
}
6Menu item
"menuCommands": [
{ "name": "Bestiary", "symbol": "bestiary", "after": "status",
"action": { "type": "custom", "id": "Custom_Bestiary" } }
]
7Map HUD
"Scene_Map": {
"elements": [
{ "id": "hp", "type": "gauge", "member": 0, "stat": "hp", "hud": true, "x": 8, "y": 8, "width": 200 }
]
}
Hide it from an event: plugin command HideHud.
Next steps
- All element types, hover states, particles.
- Expressions and game values.
- Presets, battle layout.
- Writing a plugin on top: dependent plugins, own actions.