[MV & MZ] Custom Main Menu UI using WYSIWYG Editor

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Started by Aerosys 162 posts Page 3 of 9 View original ↗
  1. MikePjr said:
    It's exactly what i was looking for, i just wish i could customize more than the main menu, like sub menus and maybe the title menu.
    Item Scene is already in development. Right now, I don't have much capacity for RPG Maker programming, as we are already planning our wedding, so it will still take a few weeks, I think. And it will be released as a paid plugin.

    It's unlikely that I will ever do a Title modification plugin because the Title only has one window that you can reposition in the database anyway, and there are already a handful of plugins out there that I don't want to compete against.
  2. Aerosys said:
    Item Scene is already in development. Right now, I don't have much capacity for RPG Maker programming, as we are already planning our wedding, so it will still take a few weeks, I think. And it will be released as a paid plugin.

    It's unlikely that I will ever do a Title modification plugin because the Title only has one window that you can reposition in the database anyway, and there are already a handful of plugins out there that I don't want to compete against.
    It's alright, i already managed to do what i was trying to do.
    I just despised the black boxes..
    And paid? Dang.. i keep finding more and more plugins being forced paid to use.. *sighs*
    Also, sorry, i didn't know about anything about your personal life.. i'm actually rather new to your work.
    I left the RPG Maker community years ago.. just came back recently.. so there's just a lot i'm not aware of.
  3. Version 1.2.1 is out!

    You can now input font sizes directly as numbers, replacing the +/- widget that was used before which used an RPG Maker internal increment/decrement factor. This allows you to adjust font sizes way more precisely than before.

    1744536227901.png

    Font Size Settings are now available for:
    • Globally
    • Actor...
      • Name
      • Class name
      • Level
      • HP/MP/TP
    • Command Window
    • Gold & Game Info Window
  4. Thank you, this looks really good!
  5. Version 1.2.2 is out to fix some issues!

    • Fixed clipping issues when gauges show their values in current/max format
    • Fixed gauge colors not being applied for ATB and EXP
    • Fixed several problems with the custom (hand) cursor, also for MV users
  6. Hi Aerosys, thanks so much for this amazing plugin!

    For someone dumb like me, how might I integrate it with your summon deck + and menu addon selections? Like, how might I enable them in the custom UI?

    Thank you so much!
  7. orgint said:
    Hi Aerosys, thanks so much for this amazing plugin!

    For someone dumb like me, how might I integrate it with your summon deck + and menu addon selections? Like, how might I enable them in the custom UI?

    Thank you so much!
    The upcoming update will allow you to add custom parameters next to your actors, so you could write additional info, such as pet type, when an actor is from a pet class.

    When you are asking for how to add the command buttons to jump to the menu screens, then go here https://aerosys.blog/menu-addon-for-summon-system and here https://aerosys.blog/deck-addon-for-summon-system and scroll down to 3rd Party compatibility. It still says Visustella but the procedure is basically the same.
  8. Version 1.4.0 is out!

    The latest update comes with a "Custom Parameter" feature. This feature allows you to display one parameter for each actor, whereas you can decide whether that should be...
    • a gauge (MZ only)
    • x / y values (maybe ammo?)
    • a single number (maybe an affinity level?)
    • ... or a freestyle text (maybe a subclass?)
    You can also decide for which actors this data should be displayed (e.g., don't show the affinity level for the main protagonist).


    1747486620247.png

    1747486668945.png
  9. Aerosys said:
    The upcoming update will allow you to add custom parameters next to your actors, so you could write additional info, such as pet type, when an actor is from a pet class.

    When you are asking for how to add the command buttons to jump to the menu screens, then go here https://aerosys.blog/menu-addon-for-summon-system and here https://aerosys.blog/deck-addon-for-summon-system and scroll down to 3rd Party compatibility. It still says Visustella but the procedure is basically the same.
    Hi Aerosys,

    I'm very dumb, apparently. I get an error when I try to follow those directions for Visustella in the UICustomizer. Do you have any more tips for how I might get it showing?

    1748205392403.png
  10. orgint said:
    Hi Aerosys,

    I'm very dumb, apparently. I get an error when I try to follow those directions for Visustella in the UICustomizer. Do you have any more tips for how I might get it showing?

    View attachment 341467
    You have 2 options:

    Select Action "Jump to" and input eg Scene_Alchemy into "when Jump to: next Scene", or, you select Action "Custom Code" and insert the code (as you probably already did in your screenshot)
  11. Aerosys said:
    You have 2 options:

    Select Action "Jump to" and input eg Scene_Alchemy into "when Jump to: next Scene", or, you select Action "Custom Code" and insert the code (as you probably already did in your screenshot)
    Amazing, thank you so much. I figured out what I was doing wrong in the command box! Thank you, thank you!

    PS -- is there a call script I might use for the custom parameter from the Deck library addon that would allow me to list the number of summons available to the player?

    PPS -- Finally, another dumb question, how do I stop the PLAYER from being able to F9 the menu customization options? Ie, once I've used the UI to custom build the menu, it saves and looks great, but how do I prevent the player from using the same command in final version without disabling the script?
  12. orgint said:
    PS -- is there a call script I might use for the custom parameter from the Deck library addon that would allow me to list the number of summons available to the player?
    Yes, the script call is $gameParty.summonDeckSize()

    orgint said:
    PPS -- Finally, another dumb question, how do I stop the PLAYER from being able to F9 the menu customization options? Ie, once I've used the UI to custom build the menu, it saves and looks great, but how do I prevent the player from using the same command in final version without disabling the script?
    The app will not launch when the game is played outside of test play. If it works otherwise on your side, report to me.
  13. Aerosys said:
    Yes, the script call is $gameParty.summonDeckSize()


    The app will not launch when the game is played outside of test play. If it works otherwise on your side, report to me.
    Ahh I tried adding this $gameParty.summonDeckSize() to the custom variable and it gave me the following error:

    TypeError
    text.replace is not a function

    Now I cant open the menu at all :(

    AH, FIXED. I could manually edit the JSON file and remove the script call, which was duplicated in two spots for some reason.

    Ah and I just realized $gameParty.summonDeckSize() only shows the DeckSize, but not the total # of potential summons available in the library. I found this instead: $gameParty.pets().length
  14. orgint said:
    Ahh I tried adding this $gameParty.summonDeckSize() to the custom variable and it gave me the following error:

    TypeError
    text.replace is not a function

    Now I cant open the menu at all :(

    AH, FIXED. I could manually edit the JSON file and remove the script call, which was duplicated in two spots for some reason.

    Ah and I just realized $gameParty.summonDeckSize() only shows the DeckSize, but not the total # of potential summons available in the library. I found this instead: $gameParty.pets().length
    Yes, I thought you wanted to know the deck size. But your code is legit as well :)

    And yes, editing the config file is a legitimate way to do so. Good to know: If everything fails, you can delete it, and the plugin automatically recreates it for you.

    When you see an error, don't hesitate to show me the FULL error messages, so I can investigate them. To do so, do the following:

    - When you see the error message, press F12
    - Important! In the dialog, go to "Console"
    - Screenshot the whole dialog
  15. This is great thank you!
  16. Nevermind. I just disabled the unnecessary plug-ins
  17. Hi @Aerosys ! I think I found a bug. When I use the custom parameter on the main menu, it somehow carries over into the Item menu. So when I select an item and then have to choose a character to apply it to, the custom parameters display for each item as well. I don't see any way to disable the custom parameter from displaying during the item use window. Is there anything I can change to fix this?
  18. orgint said:
    Hi @Aerosys ! I think I found a bug. When I use the custom parameter on the main menu, it somehow carries over into the Item menu. So when I select an item and then have to choose a character to apply it to, the custom parameters display for each item as well. I don't see any way to disable the custom parameter from displaying during the item use window. Is there anything I can change to fix this?
    Fixed now in version 1.4.2!

    You can now choose whether the custom parameter should be displayed in other menus. Consider this an interim solution until I find a good way to manage the "Target Actor window".
  19. Aerosys said:
    What is this Plugin?

    This plugin comes packed with a UI tool that lets you customize your game's main menu!

    View attachment 330488

    Features​

    • More than 6 premade layout configurations
    • ...or arrange all windows as you wish
    • Choose how your Actors should be rendered: Face, SV Battler, Map Sprite, custom Portrait
    • Choose how your Windows should be rendered: Default window, dimmed, custom image, or no background
    • Choose a custom image instead for the background to replace the Map sprite
    • Reposition Texts, set Font Sizes and Text Colors
    • Define the Gold Window's text to whatever you need, including the Map Name and Game Variables
    • Gauge Colors
    • Disable Touch UI entirely
    • Disable RPG elements like level, class, or just everything — useful when making a horror or story game!

    How does it work?​

    1. Include this plugin in your game
    2. Start your game and open the main menu
    3. Press F9 (debug key) to open the new toolbox


    Which engine(s) are supported?​

    This plugin supports MZ and MV. The MV code is still new, so it may contain errors and support fewer features than MZ.


    I have a wish or suggestion​

    The best is when you make a draft of what it should look like in the game and how it should be represented in the tool.


    Rules​

    1. This plugin is available for free!
    2. Don't claim it as your own, and don't redistribute it. Just link to this page.
    3. Feel free to customize it to your needs, but rule 2 still applies.


    Screenshots
    View attachment 330489

    View attachment 330490

    View attachment 330491

    Download

    It's funny how I was just about to start looking for a plugin like this, and it was the first one to pop up