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

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Started by Aerosys 162 posts Page 7 of 9 View original ↗
  1. Wildebur said:
    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.

    View attachment 357466

    For me, it says 1.7.0. Try force-refreshing the page
  2. Aerosys said:
    For me, it says 1.7.0. Try force-refreshing the page
    Refreshed quite a few times, but weirdly enough changing my browser worked. Thanks for the update!
  3. Does this plugin allow to code interactions for the buttons? E.g. if I were to arrenge them in vertical list, and scroll through them, could I make it so they shake a bit when I pass by them? Or can I trigger custom events during interactions with menu?
  4. Jobhob said:
    Does this plugin allow to code interactions for the buttons? E.g. if I were to arrenge them in vertical list, and scroll through them, could I make it so they shake a bit when I pass by them? Or can I trigger custom events during interactions with menu?
    That doesn't fit well with the idea of this plugin, which is to fulfill everything that the original RPG Maker is clearly lacking and should provide from the beginning, while still being a simple to use tool that overrides the core scripts only as much as necessary.

    However, it is not out of the question that an expanded version will be released at some point in the later future that can do exactly that.
  5. Version 1.8.0 is out with many new features!


    More Hero Portraits!

    HeroPortraits.png

    • Hero Portraits are now configured in the Plugin Manager, eliminating the need to use Notetags entirely!
    • Conditional Portraits: You can easily configure alternative portraits for specific situations, e.g., when your hero has a specific weapon equipped (or has no weapon at all), has a specific class, or even more generic situations such as being affected with an abnormal state or being close before being knocked-out
    • Furthermore, owners of the Battle Pro, Skill, Equip, & Status menu plugins can set different portraits for the respective menus


    Grid Layout added!

    1771060883536.png


    HP, MP, & TP Gauges can now display icons!
    (MZ only)

    1771061033309.png


    Additional Updates
    • Changes in "Layout 2" tab will no longer explode your layout
    • Target Actor Window (in item&skill menus) got some more options
    • "Only in battle" was added to "TP visibillity"
    • MZ: The strict requirement to have a minimal core script version is removed and converted into a warning. That doesn't mean that I will support older versions, though.
  6. Aerosys said:
    That doesn't fit well with the idea of this plugin, which is to fulfill everything that the original RPG Maker is clearly lacking and should provide from the beginning, while still being a simple to use tool that overrides the core scripts only as much as necessary.

    However, it is not out of the question that an expanded version will be released at some point in the later future that can do exactly that.
    Thanks for the clarity. Much appreciated.
  7. A small remark on compatibility: If the background is set to anything but "Map Sprite" and "Blurred", the
    _backgroundFilter property that MZ usually has isn't created anymore.

    I already worked around that in my live menu plugin (as it's supposed to be a private API anyway), but if you assigned the ColorMatrixFilters to that property, my plugin would pick up on that and render the map scene in greyscale or sepia too.

    Having that filter property also with "Image" or "None" background might be neat too (My plugin gives a choice whether to apply it to the live backdrop.), but there currently aren't any requests for that, and I'd implement a fallback on my end if I got one anyway.
  8. Tamschi said:
    A small remark on compatibility: If the background is set to anything but "Map Sprite" and "Blurred", the
    _backgroundFilter property that MZ usually has isn't created anymore.

    I already worked around that in my live menu plugin (as it's supposed to be a private API anyway), but if you assigned the ColorMatrixFilters to that property, my plugin would pick up on that and render the map scene in greyscale or sepia too.

    Having that filter property also with "Image" or "None" background might be neat too (My plugin gives a choice whether to apply it to the live backdrop.), but there currently aren't any requests for that, and I'd implement a fallback on my end if I got one anyway.
    Good catch.

    To add your own filters, it might be easier for you to do something like this:

    JavaScript:
    // given you are in the Scene_Menu class
    
    this._backgroundSprite.filters = [ /* your filters */]
  9. Aerosys said:
    Good catch.

    To add your own filters, it might be easier for you to do something like this:

    JavaScript:
    // given you are in the Scene_Menu class
    
    this._backgroundSprite.filters = [ /* your filters */]
    That's roughly what I'm doing already:
    JavaScript:
    const filter = this._backgroundFilter;
    if (filter) {
        backdrop.filters = [filter];
    } else {
        // Warning message, etc.

    I know I could just instantiate PIXI.filters.BlurFilter, but I prefer to at least primarily use the existing one to have better implicit compatibility (in theory). I haven't made any shader- or filter-based plugins myself, so far.
  10. The next version will ensure that _backgroundFilter keeps existing, even though it's not used.
  11. I have a question about this topic. I'm trying to alter the menus in and out of battle. For starters I'm trying to remove the name from the character menus in battle as well as adjust the font and bar sizes so that all 5 party members fit equally. I am currently using Visustella plugins for this but I don't know if or where you can change it to address this problem or if I need to make a command or get another plugin. Erro1.JPG

    2nd. I'm trying to adjust the armor menu. I only plan on using 5 maybe 6 equipment slots but removing them just leaves a blank space in the armor menu. Even then there is a gap at the bottom of the menu naturally and It bothers me and I wonder how I can resize the menu to make it fit. If that is possible.
    error2.JPG
  12. K-apple said:
    I have a question about this topic. I'm trying to alter the menus in and out of battle. For starters I'm trying to remove the name from the character menus in battle as well as adjust the font and bar sizes so that all 5 party members fit equally. I am currently using Visustella plugins for this but I don't know if or where you can change it to address this problem or if I need to make a command or get another plugin.
    You can use my other plugin, which is made for the battles: https://forums.rpgmakerweb.com/threads/battle-hud-customizer-using-wysiwyg-editor-lite.179118/

    K-apple said:
    2nd. I'm trying to adjust the armor menu. I only plan on using 5 maybe 6 equipment slots but removing them just leaves a blank space in the armor menu. Even then there is a gap at the bottom of the menu naturally and It bothers me and I wonder how I can resize the menu to make it fit. If that is possible.
    This can be controlled via my equip menu customizer. You can buy it from here: https://itch.io/c/5769353/rpg-maker-wysiwyg-menu-editors
  13. 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

    1771556167329.png
    1771556190147.png
    I'm using a plugin from the Japanese RPG Maker community (NRP_AdditionalCCScene.js), but no matter what I do, it won't work. I've tried several ways to make it work, including some simple settings of your plugin (the symbol, y'know?). It's just not working.
  14. Samus1076 said:
    View attachment 361196
    View attachment 361197
    I'm using a plugin from the Japanese RPG Maker community (NRP_AdditionalCCScene.js), but no matter what I do, it won't work. I've tried several ways to make it work, including some simple settings of your plugin (the symbol, y'know?). It's just not working.
    I regret, due to how the Japanese plugin is written, it won't fit well with how I designed mine.

    However, I think that this procedure should work:

    1. Remove the list item for AdditionalScenes from my plugin's parameters
    2. Make sure that AdditionalScenes is below my plugin in the plugin manager
      (this will AdditionalScenes register itself into the game menu)
    3. In order to tell my plugin which Icon to use, you must create a new plugin with any name and paste this:

    JavaScript:
    /*:
     * @target MZ
     */
    
    (function() {
    
    const _SceneMenu_commandIcon = Scene_Menu.prototype.commandIcon;
    Scene_Menu.prototype.commandIcon = function(index) {
        const symbol = this.commandSymbol(index);
    
        if (symbol == 'classchange') {
            return 1; // <-- Your Icon Index here
        }
        return _SceneMenu_commandIcon.call(this, index);
    }
    
    })()
  15. Yello!
    I've been using your plugin + all the addons.

    I'm also using this SRPG plugin
    SRPG Gear MZ - Plugins for creating Tactical Battle System
    For the most part, there aren't any conflicts. However, I noticed that the menu looks wrong during the "battle prepare" scene. Only certain things are different: the faces instead of the sprites, status menu has icons for the different pages when there shouldn't be any.

    What it looks like normally
    should.JPG

    During battle preparation
    no.JPG


    I can't use f9 or whatever to change any of the settings.
    Any idea how to fix this?
  16. Hello there. Does this plugin work with Yanfly's Quest Journal plugin? If so, how would I add the journal to the menu, if desired? Sorry if that's a goofy question!

    EDIT: Found the solution. Was missing a Jump to "Scene_Quest" entry, as I was unsure what the scene would be called!

    Great plugin btw. I'm super impressed and enjoying it! :)
  17. Phil32 said:
    EDIT: Found the solution. Was missing a Jump to "Scene_Quest" entry, as I was unsure what the scene would be called!

    Great plugin btw. I'm super impressed and enjoying it! :)
    For those who wonder, the Scene is called Scene_Quest. Just type that into the "Jump to..." field in the Plugin Manager -> my plugin -> Menu Commands


    TRIDIUM said:
    I can't use f9 or whatever to change any of the settings.
    Any idea how to fix this?
    In this case, my plugin doesn't recognize it as "Main Menu" because it's "Battle Prepare Menu". I can't tell why it switches back from "mapSprite" to "face," since my plugin shouldn't do that. I suggest asking the SRPG devs for help.
  18. Alright, thank you!
  19. Aerosys said:
    In this case, my plugin doesn't recognize it as "Main Menu" because it's "Battle Prepare Menu". I can't tell why it switches back from "mapSprite" to "face," since my plugin shouldn't do that. I suggest asking the SRPG devs for help.
    After a second look, I need to admit I was wrong. My code is a bit over-aggressive here, and I should be able to make both plugins compatible just by writing it more defensively.

    You still wouldn't be able to press F9 in the prepare menu, but at least the faces will be displayed correctly.