[RPG Maker] WYSIWYG UI Editor - Main Menu
A downloadable Plugin
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Unlike other Plugins that allow you to customize your game's main menu, this one comes packed with a UI tool that lets you see your changes instantly!
This Plugin is available for free!

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
- Gauge Colors
- Disable Touch UI entirely
- Disable RPG elements like level, class, or just everything — useful when making a horror or story game!
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!

Re-arrange, add, and remove Command Buttons!

How it works
- Include this plugin in your game
- Start your game and open the main menu
- Press F9 (debug key) to open the new toolbox
Which engine(s) are supported?
This plugin supports RPG Maker MZ and RPG Maker 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
- This plugin is available for free!
- Don't claim it as your own, and don't redistribute it. Just link to this page.
- Feel free to customize it to your needs, but rule 2 still applies.
| Status | Released |
| Category | Assets |
| Rating | Rated 5.0 out of 5 stars (30 total ratings) |
| Author | Aerosys |
| Genre | Role Playing |
| Tags | Graphical User Interface (GUI), JRPG, plugin, RPG Maker, RPG Maker MZ |
| Content | No generative AI was used |
Download
Download NowName your own price
Click download now to get access to the following files:
https://downloads.aerosys.blog/plugins/MK_UICustomizer.js
External
Development log
- 1.8.0 - More Hero Portraits, Grid Layout, Icons for Gauges, and more76 days ago
- Some bugfixesApr 27, 2025
- Vote for the next Scenes! A short surveyApr 26, 2025
- Font Sizes improved!Apr 13, 2025
- MV support, Touch UI, HP/MP/TP as TextMar 15, 2025
- Menu Icons, Custom Commands, PlaytimeFeb 15, 2025




Comments
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How do i make the battle ui for a solo actor just like the main menu plugin, i removed the window but there is huge gap. I have the Lite version
In layout settings, set the number of visible actors to 1, then set width&height appropriately.
Finally, you can move simply move HP, MP, and TP so they are floating around.
hi! downloaded the plugin and it just does not work,,,,, even with all other plugins disabled. i can open the basic variable debug menu and that's it.
maybe there's something im missing? i'd be very grateful for your help
You need to go into the main menu (also know an pause menu, where you can jump to items, skills, equipment,...), and then press F9
that's the thing it just doesn't show up :( im using mv btw
Okay,
so the first thing that you can try is to disable all other plugins and try it again.Second, press F12 while testplaying to open the debug console, and (super important) navigate to "Console". Sometimes, you find useful information here.
Third, check your game directory. My plugin always creates a new folder "uicustom" with some HTML and JS files. The lack of this directory and the files can indicate that my plugin didn't even start with the game.
Finally, I've heard of people where the F9 key simply didn't work. You can test it by pressing F9 while being on the map, and check whether the debug menu (where you can inspect Switches and Variables) opens up or not. If not, you can tell my plugin to use another hotkey by following this procedure:
The next update will include an option to manually set the hotkey, so you no longer have to do it manually.
Hope this helps!
EDIT:
Sorry I forgot that you already tried disabling other plugins in your first post
I had the exact some problem as you-- I'm using MV, and pressing F9 just gets the variable/switch debug menu to show up.
... Then I realized something-- I didn't go into the menu before pressing F9. (In fact, I don't think you can even open the variable/switch debug menu using F9 if you're in the menu, so odds are good that you forgot to enter the menu before pressing F9 too.)
(The plugin works flawlessly for me now.)
Hello! I just updated your plugin to the latest version and this happened. Everything was working so well in the old version that I don't understand what happened. My RPG Maker is updated to the current version. I would like to try the new version, but I can still use the old version because I have it saved and it works very well. I just wanted to add (in the old version) the transparency of the background image, because I created it with 50% opacity, but since the plugin creates a black background, the image opacity doesn't show up. Until I get an answer, I will continue using the old version. Your plugin is fantastic and made my game menu look very nice.
Hello there,
If not too much to ask, I would like you to ask you whether you could reproduce this error, and, once you see this error message again, follow this procedure:
This would help me a lot!
I ran a test and removed the Visustela plugin that modifies the gauge. And your plugin worked. Strange, because the previous version of your plugin is compatible with Visustela Gauge.
Don't suppose there is a version for Vx Ace?
Vx Ace uses a completely different programming language and I don't even know whether it can open such a toolbox at all
Love this plugin! Having an open animation for the menu window would be an awesome addition, though i'm planning to get the bundle
In RPG Maker, go to "Game" -> "Update Core Scripts" and pick a newer version
Ah, thank you very much
This is exactly what i needed, thank you so much.
Just checking is this for mz? Looks amazing
Yes
Thanks for this amazing plugin! Once i have the menu set up how I want, how can I save it to make the change permanent?
It auto-saves with every change in UI
Hello! I'm using this plugin for a game and I've noticed a glitch that appears when this plugin and the VS CoreEngine plugin are active.
Whenever a character select menu pops open in Skills or Items, the character portraits, hp bars, etc. are spaced out differently.
Here's what it looks like spaced correctly without VS Core installed (and is the only plugin installed).
And here is what it looks like with Core Engine active:
However, if I have more characters added and scroll down, the images reset and there are no more issues. But it still looks odd when you first open the menus.
I believe this is a conflict on the Visustella side and I understand if you cannot help, but I thought I'd reach out and ask just in case you were able to emulate it on your end! Thank you for your time either way.
yo i don't have the answer to your question but i just had to say that DANG THAT ART IS GOOD!!!
Dumb question but how do i open the actual editor? Its not just parameter bound right?
You press F9 while being in the ingame main menu (where it shows your party).
"F9" because it's the default debug key; it may be different when you have a plugin that changes the debug key in your game.
Yup! thanks for answering the dumb question.
Hi! In the window general, the text color doesn't change at all, even in a new project.
Oh, that the text color for "when command is disabled". But I can add another color picker for the regular text fields, too!
That would be great, thank you :)
This error is more likely in Hendrix hands, I opened a request to adjust their plugin:
https://itch.io/t/6039282/patch-requested-imagemanagerloadbitmap-crashs-when-called-with-null-argument
Thank you.
Can I use It for a comercial Game if I put you in the credits?
Thanks
Yes
Aerosys! Made new avatars. These enabled me to spot something the mosaic'ified art I made before couldnt let me see; The main menu avatar is blurred. Youll notice that the size is also smaller <!> I cant seem to figure out why... No scaling % was applied to it from the settings (?) Worth noting that the Skill, Equip and Status menu are all fine and sharp! This only affects the main menu.
Oh, that should not happen. All of my menu plugins share the same code to render faces, so the blurring should occur everywhere or not at all.
In your game project/uicustom, you will find a file called config.json. Please send it to mail@aerosys.blog so I can analyze it for you. And I also need to know your game resolution (i.e. the width&height of your game window).
Thanks!
I managed to fix it, thanks to your instruction. I skimmed the config.json and spotted <"actorImageScaleX": 90,> and edited it to 100. Now its all as it should be. Its strange though... because there were no scaling added when on the F9 menu (which I assumed meant the default was 100%). Whats more, when I edit the portrait scaling in the editor, it seems to have no effect at all, even if I try to reduce it! Could it be that the default is a hard-set 9O% (for the main menu only)?
Oh, that could really be. I recently merged the xScale and yScale into one value, and I might did a mistake here.
Good catch! I fix this as soon as possible. Thank you so much for your feedback :)
No problem. ^^
This is what I've been looking for in terms of customizing the Menu but i have a question, where exactly do I put
$gameActors.actor(1).setMenuPortrait("Reid")
For the custom portrait?
This script is just the equivalent of the event command "change actor face", when you want to permanently change an actor's portrait for the rest of the game. Usually happens after some story twist, or when an actor changes their class. You find the event command to execute scripts on the event commands page 3, bottom right.
Using the <Menu Portrait: picturename> tag on actors in the database is usually the way to go.
Hey, great plugin but i was wondering if there is a way to show more than one custom parameter? or a way to show another picture besides the actor image?
For the moment, I'm focusing on other things (actor portraits based on equipped weapons, icons on HP/MP/TP gauges, shop scene), so I need to postpone such a request. What exactly would you like to display? When it's something situational, it might be better to move it into an extra plugin because I want this plugin to feel light.
I just needed a way to show more than one variable that prints out text but i already managed to do it by using \n and adding the next variable after it, thanks for replying though!
Commercial use? Not that I expect to sell any of my games in the short term, but I like to keep the option open.
Yes, plugin can be used in any kind of game project!
Hi! In my game TP is only needed in combat. It must not show in the main menu, only in combat. When I toggle it off with your plugin, it also disappears in combat. Can you help me with this?
I will add a new option "show TP in battles only", it will come with the next update!
Hello, I installed the plugin, but in-game, when I try to open my menu, I get the error message "TypeError
Cannot read property 'split' of undefined". Is it enough to disable the plugin to get rid of this error? Do you have a solution?
Please try it again with all other plugins disabled.
Furthermore, I need to know whether you are using MV or MZ.
Last but not least, can you screenshot the dev console? To do so, do the following:
The problem disappears when I disable an animation plugin. Too bad, I need it too. I'll send you the console message in case you manage to do anything about it. And I use MZ
The plugin that is actually throwing the error is Hendrix animation; I suggest asking him for help. Also, because my plugin is available for free, whereas his is not.
Hello Aerosys.

I localized an issue that I had, in the past. ..But I havent communicated my issue well at the time—including the unforeseen root of the issue! Explained in one screenshot. Its the only UI-related issue I have left. ;w; Thanks in advance!
I recently released a new version 1.7.0 of this plugin, which offers some new controls for the Target Actor Window (ie the window from your screenshot), and more will follow!
Does the latest update already help you yet?
This fixes the crunched letters and numbers issues. However, there's now parts made invisible! Ive spotted that issue in the spell-selection, spell-use and status menu. It goes without saying, its prob the same in the item and item-use menus as well. I've added extra screenshots to show what I mean here.
As I wrote above, its probably due to my unorthodox screen and ui size/ratio. You can see them on the first comment's screenshot above if you'd like to replicate it on you end.
Now, one might say, "why dont you stick to default size of screen and ui?" Thats simple: To force a zoom and to keep the frame of it all at exactly 1 square/tile (I.E.: Nothing cut off screen by misalignment), to not have too much be seen by the player and finally, nostalgia. PS: Gwen's avatar not being seen is NORMAL: I just didnt make hers yet. Its not caused by your plugin.
You use MZ, right?
It looks like only the HP/MP/TP are affected; in a way that the space is not enough to fit all the text in it. In my plugin, go to "Gauge Settings" and try overriding the "width" value, and set the override for "all scenes" or "all scenes except battle".
Furthermore, try disabling all other plugins and check whether the issue persists.
Correct, its on MZ! So Ive done some tests and it seems that the only place left where the letters are gone outside is on the <Magic> selection menu (which spell to use). Ive checked for <Items> (the part where you choose a target) and its just like <Magic Target Selection> (looks fine!) The status screen looks fine too now. Ill add screenshots to show what I mean (also note that Ive set the gauge Width to 195).

When the HP/MP are exceeding to the right in the skill menu, then I think that your game window resolution is too small. The MK UICustomizer plugin doesn't control the skill menu. You can buy my skill menu customizer because then you can move around widgets in the skill menu, or you can look for alternative plugins, because the MK one, which is available for free, only focuses on the main menu.
I like your idea to pin the / symbols to force-align them, so it will very likely come in a future update!
Hey it says i need 1.6.1 version of the MK_UICustomizer to use the Battle Pro where do i get it cause i down loaded this one again thinking its updated but it still says it.
You get it from here: https://aerosys.itch.io/custom-ui
Very nice plugin, but there's a few options I can't seem to find:
1)
an option to simply switch the command window to the right side of the screen.Opsy! That's my bad. I didn't realize this was due to a Visustella plugin.
2) a way to remove (or change the location of) the "tool tip" window at the bottom (saying "Z:Select, X: Back", etc)Opsy again! This entire window was added by a Visustella plugin.
3)
Add an extra window (like, say I want the gold and playtime displayed in seperate windows. Especially when the command window is vertical, this would be nice to have since there isn't enough horizontal space to display both in one window.Again, this issue only occurred when VisuStella was installed. That being said, it would be great to have the option to separate the gold, playtime, and location into different windows.
Another thing I consider critical for the playtime display is the ability to control the text alignment (right/center/left). Most fonts aren’t monospaced, which means the playtime numbers will “jump” as the clock updates when they are right-aligned. If the text is left-aligned, this effect is much less noticeable.
Being able to adjust this in the “Gold & Game Info Window” would be extremely useful!
Thanks for your feedback!
1 & 2: Yes, my plugin cannot control windows from other plugins, but it might change in the future. It doesn't have a high priority for me because I don't like this hotkey window anyway. 3rd party plugins may not be able to add their hotkeys to it, and I don't think it's really helpful for the player.
3: I can add text-align for the next update, that's not too difficult. Allowing more windows however is. From a design perspective, this window is not limited to gold, map, & playtime but it is generic and can be used for anything as it also allows showing Game Variables. But I can understand that the horizontal layout makes it difficult to read.
I'd be more than happy with the text align update to fix the Playtime issue for non-monospaced fonts, and I'm looking forward to that update! :)
Sorry, new to RPG Maker, but I'm getting this error in the console whenever I open the main menu and F9 does nothing. Itch says the plugin was apparently updated in July, but the only version I seem to be able to download is from February, so I'm not sure if I have the latest one or not and if that might be the issue?
The plugin seems to be enabled in the plugin manager and everything there looks fine enough to my untrained eye, but I'm not sure.
Edit: Oh my god, nevermind, I thought main menu = title screen and not the in-game characters menu, my bad! I'm guessing this can't be used for editing the title screen in any way then, right?
Yes this is for the menu with the characters, a menu editor for the title is not planned right now.
You can safely ignore the error message, it appears just due to the nature of the RPG Makers framework and I can't disable it.
Furthermore, I use specialized techniques to improve my workflow in distributing this plugin, however it comes with the downside that itch thinks this project hasn't been updated since the beginning while it still gets updates frequently.
hey for some reason, no edits that i do seem to work? the plugin in is installed and the window appears but other than the quick templates, the other stuff dont seem to do stuff, is there a apply button im missing or smtn?
No that's not supposed to happen. Can you please retry with all other plugins switched off?
it works with all the other plugins off, but i kinda need thoes plugins. so ig i cant use it. womp womp as the youngsters say ig
You can try to break it down which plugin(s) are in conflict with mine. It can also help to change the plugin order in the plugin manger
Hey there! Love this plugin, but there's something I haven't been able to figure out.
I'm using this plugin together with VisuStella's plugins. I've noticed that when I use your plugin with VisuStellaMZ_MainMenuCore active, the character images in the Status window don't appear. However, when I turn VisuStellaMZ_MainMenuCore off, the images show up correctly.
What do you think could be causing this?
No errors found by the way.
To fix the character images not showing up, I've already tried adjusting the X and Y coordinates in the plugin settings, but that didn't solve the problem. The images still don't appear when VisuStella's menu plugin is on.
While I aim for compatibility with all the plugins out there, I don't think that VS Main Menu Core and MK Main Menu should be used simultaneously. Both plugins are very big and their features are overlapping each other.
That has nothing to do with VS being obfuscated. I think making both plugins (somehow) compatible would work but it would cost lot of time and effort that I want to invest elsewhere.
Hello, Aerosys. I am having difficulties with version 1.5.7. I cannot have the top command window, the status window, and the gold/game info window in the same screen together
Thanks for your report, I will check in the evening
Fixed!
Thanks Aerosys! 1.5.8 is working!The windows are in the same screen together 😎🙏🏼
I also discovered an error. It appears the MK_UICustomizer.js and the the VisuMZ_1_Battlecore.js plugin are in conflict.
I updated some sections of my code. Can you try again?
I tried the version 1.5.9 The error message of the plugin conflict is different
Should be fixed with the latest update
This is awesome!!!! Through, one thing.
I want to do something like this. I know there’s a “Gold & Game Info Window” thing, but, it’s possible to do this? Adding an custom mini-window showing, for example, the map name?
For the moment, another info window is not planned. The map name can be shown in the game&gold info already
Hi thanks for the plugin!!! I'm using MV but seems when I press F9 it doesn't open anything, also this happens in console (I have been using a new project with all in vanilla just to check)

Are you using the latest version of this plugin?
Version 1.5.5
same thing happening for me. Did you ever figure this out?
Cannot reproduce; the plugin works fine for me in MV. Maybe you need to update your RPG Maker.
This plugin is amazing! The only problem is that I can't see the descriptions of items in the players inventory. It's like the window is just gone. Do you know how I could go about fixing it? Thank you so much I'm sorry if this has a really obvious solution!
Whoops, that could be an error in my code. Do you use MV or MZ?
I use MV! It could be an error on my part but I checked all my other plugins off and it still won't appear sadly :(
Fixed. Please try again.
Can you make your plugin compatible with Maliki's Experience Control MZ?
I can't get into the menus when I use both.
And I really need to set my own xp table for balancing.
You can make one yourself instead of fixing it also.
Here's the link... https://pastebin.com/vDDtZv2f
For me, both plugins work fine together. Maybe try changing the plugin order.
I'm so sorry, I linked the wrong plugin.
https://raw.githubusercontent.com/triacontane/RPGMakerMV/refs/heads/mz_master/Me...
It's with this one that it conflicts because of the menu scene skipping trick.
My plugin cannot control your linked one, but you can try this:
In your linked plugin, replace
const _Scene_Menu_start = Scene_Menu.prototype.start; Scene_Menu.prototype.start = function() { _Scene_Menu_start.apply(this, arguments); if (Window_MenuCommand._lastCommandSymbol && Window_MenuCommand._lastCommandSymbol === Window_MenuCommand._lastPersonalCommandSymbol) { this._commandWindow.deactivate(); this.commandPersonal(); } }with
const _Scene_Menu_start = Scene_Menu.prototype.start; Scene_Menu.prototype.start = function() { _Scene_Menu_start.apply(this, arguments); if (Window_MenuCommand._lastCommandSymbol && Window_MenuCommand._lastCommandSymbol === Window_MenuCommand._lastPersonalCommandSymbol && $gameParty.members().length > 1 ) { this._commandWindow.deactivate(); this.commandPersonal(); } }It worked, thank you very much :)
I'm not sure if others have encountered this bug, but when I press F9 to activate this add-on, it automatically replaces all my main menu buttons with English text (my default language is Simplified Chinese), though the names of character and attributes like HP and MP remain in their Chinese text. To confirm this was the add-on's fault, I also tested your Battle UI and Item UI plugins – adjusting their parameters didn't cause this issue.
Can you try to open my plugin in the Plugin Manager and check the menu commands there?
Oh, I see. Sorry to bother you.
Hey, i'm wondering if there is a previous version that is compatible with an older update of MZ?
I regret to say that I don't keep a history of older versions, as that would require a lot more effort on my part.
It's already hard enough to support MV and MZ; it's unlikely that I will also support outdated versions.
alright thank you ^_^
Thanks you so much for creating this plugin! I used it in my game recently and it looks very clean!
It's awesome! Would it be possible to have a plugin command to turn the plugin off or to reset everything to default , as well as a command to turn them or the plugin back on again?
I have SRPG plugins that mess with the menu/ui a ton based on the default positions of the engine but only for a limited period of time then things go back to 'normal' after and I would like to use your nice plugin outside these sequences.
Hi MiniMiniMantis,
Believable or not, a plugin usually cannot be switched on/off on the fly; that only works in rare cases when the developer designed it this way. For this plugin, it would significantly increase its code complexity.
To achieve something that comes close to what you are describing, you could add a new plugin that does overrides when a certain condition is met (e.g. a Switch is ON). You probably want to ask a programmer to write such a plugin, but technically, it's possible.
Ok! Thank you for letting me know!
I'm getting the error Maximum call stack size exceeded with Visustella's Visual Gauge Styles...
Thank you for your report. I will see what I can do
I'm also having trouble adjusting the HP and MP in another project. I'm using a GBA resolution, and the vertical space in text mode is all out of whack and weirdly exponential. Here's it in 3 different values, so you can see how weird it is.
Thanks for the plugin! I have one concern: how do I get my faces to display completely. They're still cropping
Clear "not higher than" in "Actor Portrait" should uncrop the face. I just tested it on my side. Does it still not work for you?I'm afraid I cannot reproduce it. Can you screenshot the Actor Portrait Tab from the Toolbox so I can check it?
Looks good so far. Can you send me your config file (your game/uicustom/config.json) to mail@aerosys.blog, then I will do some further investigations.
Sent the mail
Thanks again for building this plugin, Aerosys!
I am having trouble with version 1.4.4
The F9 tool won’t work. I even deleted the uicustom folder a few times.
Still not working.
i theorize it could be because I am using the trial version pf wimdows 11 os. The f9 tool was working when I had 10 and was still using version 1.1.1 until a BSOD forced me to change a new pc
Can you please do the following:
Thank you for that fast response! I found out the cause. Plugin conflicts. Luckily it only hinders the f9 tool from appearing so what i will do if I need to edit the menu is turn off that plugin that causes comflicts to access f9
Technically, my plugin is listening on whatever RPG Maker thinks what the "debug" key is. Maybe that helps.
Hi, is changing the backgrounds for the status screen of each actor possible with this?
Not yet