Hey, sorry to bother again, but I noticed the plugin font is used from the installed fonts on the user’s computer instead of the fonts folder of the game.
Is there an easy way to get fonts from the game data instead? I wouldn’t really want to make my players have to install fonts before playing the game.
Got this on Steam but when using the plugin, the command descriptions appear to be in Japanese… I see in the JS file that there’s English versions of the descriptions, how can I make it so that they display in English?
Also, will Steam get the 1.4 version as well?
edit: While I’m here, could I ask how to make the menu close after selecting something? Sorry, I’m not too familiar with scripting :(
The steam version should have the v1.4 soon, as for English descriptions, is your RPG Maker in English? It should have English and Japanese display options.
The script call: $gameTemp.closeMenu() will close the existing menu whilst $gameTemp.openMenu(identifier) will open the menu.
identifier is the Menu settings identifier from the plugin parameters and must be in quotation: " "
Yes, my RPGMaker is in English, unless there’s a specific setting somewhere that I have to toggle…
Also, thank you for the script call!
By the way, I tried to change the font for a menu to the default MZ font (mplus-1m-regular.woff) but it seems to be drawn much smaller than the plugin’s default (sans-serif). Is that expected?
I think I solved the problem. I added quotation marks around the font name and the size became much more reasonable… I left them off originally because the default font sans-serif was written without quotes 😅
Just got this on Steam. I notice the demo is for MZ and I'm only using MV on this computer (I do have MZ legally elsewhere). Is MV and MZ's JS entirely compatible or are there differences to account for?
Hi! Love the idea behind this plugin! Getting a strange bug though, if I set the height of a window to anything higher than 189px then the whole thing turns black
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Hi, I think in the selection Item Requirements there’s an error? It checks from $dataWeapons instead of $dataItems.
This has been resolved, pending steam upload. Thanks for notifying.
Hey, sorry to bother again, but I noticed the plugin font is used from the installed fonts on the user’s computer instead of the fonts folder of the game.
Is there an easy way to get fonts from the game data instead? I wouldn’t really want to make my players have to install fonts before playing the game.
Try using the https://synrec.itch.io/rpg-maker-mz-preloader plugin I have here, it should be possible to load fonts into the game using that
Got this on Steam but when using the plugin, the command descriptions appear to be in Japanese… I see in the JS file that there’s English versions of the descriptions, how can I make it so that they display in English?
Also, will Steam get the 1.4 version as well?
edit: While I’m here, could I ask how to make the menu close after selecting something? Sorry, I’m not too familiar with scripting :(
The steam version should have the v1.4 soon, as for English descriptions, is your RPG Maker in English? It should have English and Japanese display options.
The script call: $gameTemp.closeMenu() will close the existing menu whilst $gameTemp.openMenu(identifier) will open the menu.
identifier is the Menu settings identifier from the plugin parameters and must be in quotation: " "
Yes, my RPGMaker is in English, unless there’s a specific setting somewhere that I have to toggle…
Also, thank you for the script call!
By the way, I tried to change the font for a menu to the default MZ font (mplus-1m-regular.woff) but it seems to be drawn much smaller than the plugin’s default (sans-serif). Is that expected?
Some font sizes may be naturally smaller than others. You can just change the font size in the window style settings
I think I solved the problem. I added quotation marks around the font name and the size became much more reasonable… I left them off originally because the default font sans-serif was written without quotes 😅
I tried $gameTemp.closeMenu() in the Code Execution part of a menu’s Selection Option… it appeared to freeze the game?
Add SceneManager.pop() as a next script call or event better, use this script call instead:
this.closeMenu()
Just got this on Steam. I notice the demo is for MZ and I'm only using MV on this computer (I do have MZ legally elsewhere). Is MV and MZ's JS entirely compatible or are there differences to account for?
It's designed to be compatible with each other as of the current version
I'm curious if it would also be possible to make a battle menu customizer.
i'm quite interested
dm me on discord : Buny0058 or Buny0058#6869
Hi! Love the idea behind this plugin!
Getting a strange bug though, if I set the height of a window to anything higher than 189px then the whole thing turns black
Any guidance would be really appreciated!
Hello, can you post your window setup?
Absolutely! The 'height' parameter is the only thing changed from the demo project's 'debug' menu.
X: 0
Y: 0
Width: 808
Height: 190
Patched!
Is this for the main menu scene only or an you edit the save and item scene and move/rearrange the windows? (tysm)
The linked plugin is used for main menu modification: RPG Maker MV/MZ: Main Menu Builder by Synrec (itch.io)
This plugin is really just a menu builder to connect other scenes (or other custom menus) or do something with code on the scene itself.
THANK YOU!
Very nice! It's honestly ridiculous that something like this doesn't come with the engine to begin with.