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

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Started by Aerosys 162 posts Page 6 of 9 View original ↗
  1. I repost this message from previous thread:

    I was wondering, how can I use commands to move the text Gold and Game around in the space? Like this?

    1759992732695.png


    I'm having trouble finding the right section that explains this specific function.

    Thanks for your support.
  2. Xalmon said:
    I repost this message from previous thread:

    I was wondering, how can I use commands to move the text Gold and Game around in the space? Like this?

    1759992732695.png


    I'm having trouble finding the right section that explains this specific function.

    Thanks for your support.
    If you want to move the window then you can try the "Layout 2" tab.

    If you want to move the content inside the window, then this is not supported because I honestly don't get the point. Can you maybe make a mockup so I cancan understand it better?
  3. My apologies, I might not be articulating this well. I'm going to send you the idea in an image:

    1760008612050.png

    The red circle shows where the texts (gold & game info) are currently displayed, but I need to move them lower down. They should not be covered by the actor status window (which is organized in columns).

    NOTE: I DID IT!
  4. Xalmon said:
    NOTE: I DID IT!
    Can you tell me how? Because I still couldn't follow what you wanted to achieve.
  5. Gold and Game Info Window were being a total pain, refusing to land on the point of interest. But I cranked up the overdrive value and boom, perfect placement.


    1760025864194.png
  6. Aerosys said:
    Can you tell me how? Because I still couldn't follow what you wanted to achieve.
    EDIT: Whoops what I needed just wasn't where I expected. lol But I had some other thoughts.

    Would it be possible to add a spot to add help text at the bottom or top of the screen? Like to explain what each command in the list does, like "Use items from inventory" when its highlighting the item command, or "Configure game, audio and visual settings" when highlighting the options command. For the more standard commands like those it probably doesn't seem that necessary, but for folks with more unique menu options like a quest log etc it may be beneficial.

    Other idea, and this is waaay more nichey and self-serving, would it be possible to draw a variable gauge (not attached to characters)? Or just an option to add a window to the layout specifically for custom code like custom gauges, info stored in variables like in-game date or weather etc?

    ((If there's already the means to do either of these things and I'm just not seeing it, totally sorry! I could be overlooking it, I didn't realize I could easily expand the game info window till after I initially posted this lmao))
  7. dewolf said:
    Would it be possible to add a spot to add help text at the bottom or top of the screen? Like to explain what each command in the list does, like "Use items from inventory" when its highlighting the item command, or "Configure game, audio and visual settings" when highlighting the options command. For the more standard commands like those it probably doesn't seem that necessary, but for folks with more unique menu options like a quest log etc it may be beneficial.
    The window itself is possible, but I would first need to improve the layout system for this plugin to make it easier to add windows. I also want to add that I personally don't see that many benefits when adding "inspect characters", "do crafting", and similar messages.


    dewolf said:
    Other idea, and this is waaay more nichey and self-serving, would it be possible to draw a variable gauge (not attached to characters)? Or just an option to add a window to the layout specifically for custom code like custom gauges, info stored in variables like in-game date or weather etc?
    Besides the gauge, this is exactly what the "gold & game info" window is about. You can put weather or in-game time into a Variable and display it here.

    I can design something like "Actor custom parameter," but for a global parameter instead, though.

    EDIT:
    Your character "Shawn" really looks like him! :D

    1760556000245.png
  8. Aerosys said:
    The window itself is possible, but I would first need to improve the layout system for this plugin to make it easier to add windows. I also want to add that I personally don't see that many benefits when adding "inspect characters", "do crafting", and similar messages.



    Besides the gauge, this is exactly what the "gold & game info" window is about. You can put weather or in-game time into a Variable and display it here.

    I can design something like "Actor custom parameter," but for a global parameter instead, though.
    Fair, I hadn't considered using the game info window for that. But yeah, a gauge for a global parameter would be dope.

    Edit: Now I'll never unsee it :LZSlol:
  9. I didn't see it mentioned here, but is this usable to make a window in the Battle Screen to show a Variable?
  10. 1762720040679.png

    You can now globally switch off the dark backgrounds for all windows (MZ only; MV doesn't have item backgrounds anyway)
  11. Hi! Sorry to sincerely bother you, but I want to show icons next to the text and I don't know why it's not appearing. I tested on the 'ITEMS' to add an icon and nothing popped up, I did it with/without escape codes and I used the built in system to add the icon but nothing happened. This is also the second plugin I'm using for the menu. The first was a custom cursor.
    Screenshot_2025-12-30_221717004.png
    Screenshot (30).png
    My goal was to add a grey outline icon next to the menu command options like how PSIV did it. I also have another question, does this plugin disable escape codes because I also notice I had icons next to the other menu commands such as 'equip', 'optimize', 'magic', 'skill', 'item', weapon', 'key item', etc. using Hakuen's escape codes plugin and I added an icon escape code to the database and somehow it removes it, any info on how that happened?

    EDIT: Good news, just played around and got the icons to show next to the main menu commands by playing around with the quick templates but bad news I have to restart the main menu, no worries though. Still wonder why the escape codes weren't working.
  12. DumGamesEN said:
    Hi! Sorry to sincerely bother you, but I want to show icons next to the text and I don't know why it's not appearing. I tested on the 'ITEMS' to add an icon and nothing popped up, I did it with/without escape codes and I used the built in system to add the icon but nothing happened. This is also the second plugin I'm using for the menu. The first was a custom cursor.
    View attachment 356469
    View attachment 356472
    My goal was to add a grey outline icon next to the menu command options like how PSIV did it. I also have another question, does this plugin disable escape codes because I also notice I had icons next to the other menu commands such as 'equip', 'optimize', 'magic', 'skill', 'item', weapon', 'key item', etc. using Hakuen's escape codes plugin and I added an icon escape code to the database and somehow it removes it, any info on how that happened?

    EDIT: Good news, just played around and got the icons to show next to the main menu commands by playing around with the quick templates but bad news I have to restart the main menu, no worries though. Still wonder why the escape codes weren't working.

    Have you seen this setting?
    When it's not set to "Icon" then my plugin will hide the icons even when manually added via the \I[x] text codes.

    1767171253879.png
  13. Aerosys said:
    Have you seen this setting?
    When it's not set to "Icon" then my plugin will hide the icons even when manually added via the \I[x] text codes.
    Thanks for the fast response! I didn't notice that until after I reworked the menu. I did try the icon and text out and the icons appeared for the menu commands but it still doesn't show the other icons I wanted to appear for the other commands. :(

    Screenshot_2025-12-31_045308394.pngScreenshot_2025-12-31_045234213.pngScreenshot_2025-12-31_045726404.png
    EDIT: Just realized it also took away some of the other icons I had in the battle commands as well.
  14. It looks like these 2 plugin don't like each other.

    What other plugins usually do is to add the icon right next to the command name, but combined with a centered text layout, I personally think it doesn't look good. Reference:

    1767176462568.png

    So, what my plugin does it to "extract" the icon, usually from the escape codes, and draws icon and text separately, like this:

    1767176542265.png

    Unfortunately, it now collides with Hakuen's plugin (and probably any similar one). I will need to think about a good solution here; I cannot simply fix it with a tiny patch.

    However, you can do this in the meantime:

    Add a plugin with any name and paste this:

    JavaScript:
    /*:
     * @target MZ
     */
    
    Window_Command.prototype.iconTextStyle = function() {
        return 'iconAndText';
    }
  15. Hello. I would like each character in my game to have its own description in the menu. For one character I did this using custom text, but the plugin does not have the ability to show different text for other characters.
  16. Honestly baffled by it, but I really can't get the custom cursor to work. Turned off all my other plugins to make sure it wasn't caused by conflicts, and yeah... every time I try a custom image, it always ends up creating this error. IDK why RPGMaker thinks "ah yes, slap another .png suffix and look in img/system/img/system for what we want", but that's what it keeps trying to do, even though I have the cursor in its proper place. I've tried other images from the system folder, and they don't work either.

    If someone else already had a solution for this, my apologies, but crtl+f didn't help me find much. Thought I'd shoot this out and see if there's anything I can try.

    WHAT.png
  17. Leprikon01 said:
    Hello. I would like each character in my game to have its own description in the menu. For one character I did this using custom text, but the plugin does not have the ability to show different text for other characters.
    It does, that's the idea of "custom parameter"

    At game start, you can make a script call like this

    Code:
    $gameActors.getActor(1).myCustomBiography = "First line\\nsecond line\\nthird line"
    whereas 1 is the ID of the actor in the database

    In my tool, write

    Code:
    actor.myCustomBiography


    EDIT:


    Wildebur said:
    Honestly baffled by it, but I really can't get the custom cursor to work. Turned off all my other plugins to make sure it wasn't caused by conflicts, and yeah... every time I try a custom image, it always ends up creating this error. IDK why RPGMaker thinks "ah yes, slap another .png suffix and look in img/system/img/system for what we want", but that's what it keeps trying to do, even though I have the cursor in its proper place. I've tried other images from the system folder, and they don't work either.

    If someone else already had a solution for this, my apologies, but crtl+f didn't help me find much. Thought I'd shoot this out and see if there's anything I can try.

    View attachment 357094
    Happens for me as well. Will be fixed with the next update!
  18. Version 1.7 is out!

    • The HP/MP/TP Gauges were restructured and streamlined, making them much more intuitive
    • Gauges now have 3 styles to choose from:
      • RPG Maker Default
      • Stretched to the left
      • Text only

    1768136947805.png

    • The "no status window" layout received some love and, in other words, many more controls

    1768137131240.png

    Experimental:
    - I started adding some settings for the target actor window (ie the window to decide who consumes an item in the item menu; who gets healed in the skill menu) and more settings will follow


    Wildebur said:
    Honestly baffled by it, but I really can't get the custom cursor to work.
    Fixed
  19. Aerosys said:
    Version 1.7 is out!

    • The HP/MP/TP Gauges were restructured and streamlined, making them much more intuitive
    • Gauges now have 3 styles to choose from:
      • RPG Maker Default
      • Stretched to the left
      • Text only

    View attachment 357327

    • The "no status window" layout received some love and, in other words, many more controls

    View attachment 357336

    Experimental:
    - I started adding some settings for the target actor window (ie the window to decide who consumes an item in the item menu; who gets healed in the skill menu) and more settings will follow



    Fixed
    Thank you for fixing that, the new update looks great! I don't think I can access it, though; the opening post here and the Itch.io page both give me the 1.6.1 version. Or, at least it's labeled that way.

    1768209995480.png