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[Free] Custom Plugin Development - RPG Maker MZ

A topic by RPG_Maker_Plugins created 98 days ago Views: 650 Replies: 16
Viewing posts 1 to 5

Hey everyone, hope all is well,

I want to help bring some of the interesting ideas you’ve got kicking around to life through custom plugins — the kind of stuff you want to show off in your game. Want to simulate timelapses on specific scenes automatically? I got you. Want faction wars between multiple parties to play out automagically? I got you. If it sounds too weird to build, that’s usually the stuff I have the most fun with.

I can only take on so many per week with my resources, so it’s first-come, first-served. When a slot’s full, it’s full — but I’ll keep a list and work down it.

Some things I’ll need from you:

What does the plugin need to do? Describe the end result — as in, after all is said and done, it needs to do this exact thing. The more specific, the better (including what should happen in the weird edge cases). Have you seen this in other games? If it’s out there already it makes my life way easier — tell me where so I can see it in action. What are your parameters? Aesthetics, rules, best practices you want highlighted, anything that shapes how it should look and behave. Genre and theme of your game (Horror-JRPG, Racing-Sidescroller, Military-TTRPG, etc.) — I’ll tailor whatever I can to match the vibe.

A couple of quick notes so we’re on the same page: let me know your RPG Maker MZ version and whether you’re running any big plugin frameworks (VisuStella and the like), since that changes how I build things. And I’ll always run the plan by you before I start coding, so we catch any misunderstandings before they’re buried in the plugin.

For those who don’t want to post publicly and need some privacy on their ideas, just email me at rpgmakerplugins@protonmail.com and we’ll keep the thread going there.

Lastly — everything I’m doing is donation-based, a side hobby I genuinely enjoy. So if you like the work and don’t mind shelling out a few $$$, I will not say no, haha. Either way, bring me your strange ideas.

Cheers!


Oh, and while you’re here — I’ve already got a whole shelf of stuff up on my page you can grab right now, no request needed:

🎼 BGM Generators for days — forge your own loop-ready OGG tracks right in the browser. Dark-fantasy Souls-like battle themes, post-apocalyptic wastes, Italian-mob crime waltzes, arcade-racing bangers, underwater ambient, Zelda-style overworld tunes, Holy-Land oud & ney… if it’s got a vibe, there’s probably a generator for it.

🧩 Plugins that do the weird useful things: Evolving Enemy Powerscaling (early enemies never go stale), RealTimeEvents (fire events on true real-world time, any timezone), Found Footage (turn your game into a VHS horror overlay), Gacha & Cash Shop systems, SimpleMerge fusion, local Wi-Fi Multiplayer, and a Mobile Touch Adapter to get your game playable on phones.

Some of it’s completely free, some is a couple bucks to keep the lights on — all of it commercial-use friendly, lightweight, and documented so you’re not fighting it at 2am.

👉 Take a look: https://rpg-maker-plugins.itch.io/

Follow while you’re there so you catch new drops — and if something’s almost what you need but not quite, that’s exactly what the custom requests above are for. 😉

Bump

Bump

Add me on  discord yourathenianchampion

Feel free to email but this isn’t something i’m doing through discord, appreciate the read though.

(+1)

Okay, one that I have been looking all over for is a combination of how the Glimmer(Sparking) system from Romancing Saga(Specifically 2's remake) and a weapon/Magic proficiency leveling system to tie it to. I've seen a weapon proficiency system, but it doesn't seem to work how I want it to. Given I'm wanting to make unique 'Glimmer charts' for multiple characters, I am wanting to make it so it's custom for every character so that they all learn different Techs/Spells despite being all able to use the same weapon types and starting spells. I just don't know how to code, myself. Thank you in advance, even if you're not wanting to do it.

Love this idea, let me take a crack at it today. I’ll make it more functional than fashionable though, so if you’re wanthing the aesthetic overlay blend you’re going to need to rework it based on the aesthetics you want.

But if you’re thinking about it closer to a Trait-Tree system than “https://rpg-maker-plugins.itch.io/easy-trait-tree” that’s what I currently have. (it’s specific to the Actors Tab)

But from what i understand the remake adds another layer / independent layer. Which makes it a little more complex from the trait tree because you’re adding leveling to Class-weapons which the default database doesn’t have (weapons are just their stats not leveling them like characters).

Either way I’ll try to get your baseline code done for you for the above context in mind.

Oh, what I'm planning on doing/hoping on doing is when the character reaches a requisite level and matches a monster of a specific scaling, depending on their action, from the available actions the character can learn, they'd have a chance to obtain them. AKA, they try to heal with healing magic and have the level required for their level 2 single heal, their level 1 AoE heal and their level 3 single heal, they'll have a chance of obtaining either of those instead of using the spell itself, with the level 1 AoE being more weighted and the level 2 Single heal slightly less weighted, but still possibly get the Level 3 single heal before the other two. This is just an example. ^^

That might be a little too complex than just 1 plugin system, there might need to be 2 dependant plugins.

Basically you keep adding “If this than that” happens statements in the code, with more than 3 independent systems involved.

  1. The characters themselves
  2. The weapon proficiency
  3. Luck/weighted roll chances need to interact with 1 +2
  4. Character + Monster Scaling before determining #3

I make no guarantees because i’m working on other projects too, but i’ll try to get it as close to your request as I can; there’s just a lot of independent yet dependent variables that may end up breaking your game if you add other independent plugins.

So i’ll go for a “universal” base code, then you will need to “enhance” the files by adding your other files into either Claude or another LLM along with it with the instructions to “merge, fix holes, and rerun under RPG Maker MZ’s default database”

Here’s the first iteration based on your posts, when you try them out please screenrecord so any errors or modifications I can tailor as best I can.

–> https://rpg-maker-plugins.itch.io/glimmercore-beta-testing

We’re you able to get it?

It's saying the page is quarantined and under additional review. I've been waiting for it to let me download it.

That’s odd, maybe it’s because I didn’t have anything filled out.

I went ahead and filled out the project page like I normally would, hopefully that fixes it for you.

It let me download now. I'm setting up some stuff based on my skills I have right now in my database(Which is mostly magic right now) and fixing to test it here soon when I finish the setting up for a simple glimmer chart for the main protag involving some magic of a specific type.

Sorry for double post. <Prof: key> means <prof: (what I put in the core plugin to in the lowercase for notetags for the proficiency types, in this case 'heal' since I'm doing healing right now as a test)>, correct?

(+1)

Okay. It's looking like it works perfectly, actually. ^^ Thank you so much. It's surprisingly exactly what I was wanting. The 'proficiency levels' not affecting damage, but allowing the ability to gain abilities at a more 'experimental' way.

Thats great! Please feel free to upload a little video tutorial test for other’s to see, i would love to showcase your stuff on the project page and link to some of your stuff :)