RPG Maker MZ — Browser Toolkit

A set of small, single-file tools for making RPG Maker MZ games. Each one is plain HTML — no install, no build step, no server. Open it in a browser and it works fully offline, even straight off your hard drive. Free to use, free to share.

16 tools 100% offline no tracking drop a file, get an answer

Looking for plugins instead? ◆ Download the MZ plugins →

Art & sprites

CSP Template Generator

artsprites

Generates a correctly-sized guide overlay (cell grid + foot anchor points) to draw your character or tile art underneath in Clip Studio Paint or any layered art program.

  • Pick what you're drawing (character, SV battler, tileset, etc.).
  • Download the overlay PNG.
  • Drop it in as a top layer in your art program and draw beneath it.

Sprite Slicer & Animation Preview

drop a filesprites

Drop a character sheet and scrub its real MZ walk cycle (frame order 0 1 2 1) live, in every direction. Auto-detects full 4×2 sheets vs single $ sheets.

  • Drop your character PNG onto the page.
  • It slices the sheet and shows each direction.
  • Press play to check the animation before it ever touches the editor.

Autotile Assembler & Preview

drop a filetiles

Drop an autotile block and see exactly how MZ will stitch its edges and corners — using the engine's own FLOOR / WALL autotile tables, so what you see is what you get in-game.

  • Drop your A1–A4 autotile block PNG.
  • Preview the stitched edges, inner corners and transitions.
  • Fix the source block if any seam looks wrong, then re-drop.

Tileset Sheet Validator

drop a filetiles

Wrong-sized tileset sheets slice wrong and glitch silently. Drop a sheet, pick its slot, and get the exact dimensions MZ expects — plus a drawn grid and autotile-block boundaries.

  • Drop your tileset PNG.
  • Choose which slot it's for (A1–A5, B–E).
  • Read the pass/fail and the exact pixel size to export at.

Palette Extractor & Cohesion Checker

drop a filecolor

Drop the art you've already drawn to pull one unified palette out of it. Export a swatch strip (load it into CSP and eyedrop) or a .gpl, then flag pixels in new art that drift off-palette.

  • Drop several finished sprites/tiles.
  • Review the extracted palette; export a swatch strip or .gpl.
  • Drop a new asset to highlight any off-palette pixels.

Enemy Variant Generator

drop a filecolor

Draw one enemy and spin out hue-shifted / tinted variants, so a single design becomes a whole roster (one "thug" → a gang).

  • Drop your enemy battler PNG.
  • Adjust hue / tint to taste.
  • Download each variant you like.

IconSet Preview

drop a filereference

Shows an IconSet.png with every icon labelled by its index, so you can find the number to use in \I[n] codes, notetags, and database fields.

  • Drop your IconSet.png (or click to pick a file).
  • Browse the grid; read the index under any icon.
  • Click an icon to copy its index to the clipboard.

Data, stats & balance

Stat Curve Builder

dataexport

Design stat progressions across levels 1–30 visually, then export the exact numbers to paste into your Classes.json parameter curves.

  • Shape the curve for a parameter (HP, MP, ATK…).
  • Compare growth at each level.
  • Copy the generated values into the class's curve.

Balance Calculator

databattle

Sandbox your battle math: plug in attacker/defender stats and damage variance to see the real damage range a hit produces (MZ's default variance is 20%).

  • Enter the stats and formula inputs.
  • Read the min/avg/max damage spread.
  • Tweak until fights feel right before testing in-engine.

Enemy Designer

project notesbattle

Plug in your party's levels and an encounter shape, and get suggested enemy stats back — derived from the class growth curves and the a.atk * 2 - b.def damage formula, so fights land in a sane range.

  • Enter party levels and pick a fight type / difficulty.
  • Read the recommended enemy stat block.
  • Use it as a starting point, then tune in-engine.
Tuned to the author's class curves and battle formula. Useful as a balancing method; the exact numbers assume that game's setup.

Notetag Cheat-Sheet

project notesreference

A searchable cheat-sheet of notetags. RPG Maker reads notetags case- and whitespace-sensitively, so a mistyped key fails silently — this keeps the exact spelling handy.

  • Search for the tag or feature you need.
  • Copy the exact, correctly-cased syntax.
Generated for the author's own project. Useful as a format reference; the specific tag list reflects that game's setup.

Writing & UI

Message / Dialogue Previewer

loads your assetsdialogue

Type a Show Text message with control codes (\C \I \N \P \V \G \{ \}) and see it rendered the way MZ draws it — colors, icons, line wrap, font sizing, window position and the typewriter reveal. Warns about lines too wide, too many lines, and mistyped codes.

  • Type your message text and pick window position / size.
  • Hit the typewriter button to preview the reveal (with sound).
  • Drop your own Window.png, IconSet and font for exact rendering.
Auto-loads bundled project assets when present; otherwise falls back to an approximate skin and editable defaults, so it still works anywhere.

Audio & music

Rhapsody — FM Forge mk2

audioexport

A 3-operator FM synth that forages playable patches from a seed — glass bells, dream rhodes, warm pads, round bass, brass stabs and off-world weirdness — with feedback, wavefold and bit-crush for grit. Play it on-screen, then export a .wav to drop on LMMS's AudioFileSNDF.

  • Hit forage (optionally pick a category) or shape the operators by hand.
  • Audition the patch with the mouse or your keyboard (a w s e d f…).
  • Export the .wav — it pitch-tracks across the keys in LMMS; the seed rebuilds any patch.

Rhapsody — FM Forge

audioexport

The original 2-operator "dream instrument" — a lighter take on the same seeded patch foraging and .wav export, built on plain Web Audio oscillators (no feedback/fold/crush grit stage). Reach for mk2 if you want the 3-op engine and lo-fi teeth.

  • Hit forage to roll a patch, or shape the carrier & modulator by hand.
  • Audition it with the mouse or your keyboard.
  • Export the .wav for LMMS's AudioFileSNDF; the seed rebuilds any patch.

Maps & reference

World / Flow Graph

load your projectmaps

Draws every static Transfer Player connection between maps as a graph — green start map, blue reachable, amber dead-end (no way out), red unreachable. Great for spotting soft-locks and orphan maps.

  • Click "Load your project's data folder" and pick your game's data folder.
  • Drag nodes to rearrange; scroll to zoom.
  • Read the colors to find dead-ends and unreachable maps.
Opens on a small sample. Loading your data folder reads it locally (nothing uploaded) and rebuilds the graph from your own maps.

Tricks & Tutorials

referenceguide

A filterable reference of practical MZ techniques — on-screen enemy behavior, mapping & layout, event logic, and how each tool in this folder fits in. Type to filter the cards.

  • Type a keyword to filter to the topic you need.
  • Each card is a self-contained tip or mini-tutorial.

No tools match that filter.

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