MF_SimpleVisual — Reference
Declarative UI layout for RPG Maker MZ: re-arrange windows of built-in scenes, add pictures, text, gauges, buttons, lists and particles, build custom scenes, map HUD and battle layouts — all from data/SimpleVisual.json, with a visual editor (MF_SimpleVisualEditor, F10 in test play).
New here?Install, first layout, first custom scene
File formatRoot, themes, scenes, windows, values and expressions
ElementsAll element types and their properties
Actions & scenesActions, conditions, custom scenes, HUD, battle, presets
Script API & versionsStable API, deprecation, versioning policy
Overview
| Plugin | Version | Role |
MF_Core | 1.1.0+ | Required base library (units, expressions, conditions, data files, saves) |
MF_SimpleVisual | 0.8.0 | Runtime: reads the file and applies it. Needed in the released game |
MF_SimpleVisualEditor | 0.7.0 | Visual editor, test play only. Does nothing in a deployed game |
The layout file is optional: without it (or with enabled off) the game keeps the standard look. A broken file is reported in the console and ignored.
| What | Where |
| Windows of built-in scenes: position, size, anchor, opacity, skin, font | File format › Windows |
| Rows of standard lists, command items of standard menus | File format › Rows and commands |
| Backgrounds and title sprites | File format › Sprites |
| Pictures, text, gauges, buttons, shapes, lists, particles | Elements |
| Custom scenes, main menu items | Custom scenes, Main menu |
| Map HUD, battle screen | HUD, Battle |
| Themes, player options, presets | Themes, Player settings, Presets |
Installation
- Copy
MF_Core.js, MF_SimpleVisual.js and (for development) MF_SimpleVisualEditor.js to js/plugins/.
- Order in the Plugin Manager:
MF_Core → MF_SimpleVisual → MF_SimpleVisualEditor. Place SimpleVisual below plugins that change windows.
- Start test play, open any scene, press F10. Saving creates
data/SimpleVisual.json (backup SimpleVisual.bak.json).
Parameters
| Parameter | Default | Description |
enabled | true | Off — safe mode, everything standard |
optTheme | true | Options: the player chooses the UI theme |
themeList | empty | Comma separated themes offered to the player; empty — all |
optWindowOpacity | true | Options: window background opacity |
optFontSize | false | Options: font size of windows |
optHudPosition | false | Options: anchor of HUD elements |
skipScenes | empty | Scene classes left completely standard (Scene_Shop, Scene_Equip) |
autoCompat | true | Scenes rebuilt by known plugins are left alone unless force: true — see Compatibility |
Plugin commands
| Command | Arguments | Effect |
OpenCustomScene | id | Opens scenes.<id> with "custom": true |
SetLayoutPreset | preset | Activates a preset (empty — none). Stored in the save file |
ShowHud / HideHud | id | One HUD element or (empty) the whole HUD. Stored in the save file |
Pitfalls
- Order: MF_Core first, SimpleVisual below window pluginsLayouts are applied after
create() / start(). A plugin that moves windows every frame overwrites them — skip that scene.
- Unknown or invalid properties are ignoredWith one console warning each. Check the console (F8) when a property "does nothing".
- Backslashes are doubled in JSON
"\\V[1]", "\\C[2]". The editor does this for you.
script actions need MF_Core Allow ScriptsOtherwise they do nothing. Prefer call and pluginCommand.
- Message windows reposition themselves
_messageWindow recalculates y for every message (top / middle / bottom).
command and list are interactive only in custom scenesElsewhere they only display.
- Deprecated names still work — for nowA one-time console warning names the replacement and the removal version. Save the file in the editor to upgrade it.