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}" }
  ]
}
"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