RPG Maker MZ — Plugin Downloads

Small, focused plugins built for my own MZ project and cleaned up to share. Each is a single .js file — download it, drop it in your project's js/plugins/, and enable it in the Plugin Manager. Free for commercial & non-commercial use, no credit required.

13 plugins drop-in .js no credit required MZ

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Drop-in — no dependencies

EnemyLeash v1.0

enemiesevents

On-screen enemies that chase the player within a "home" zone, then give up and walk back when you escape — an idle → chase → return state machine. Built for games with visible (non-random) encounters.

Tag an event's comment <Leash> + optional <Sight: 6>, <Leash Range: 8>, <Home Region: 12>, <Chase Speed: 5>, <Give Up Balloon>.

HpFaceSwap v1.1

facesbattle

Swaps an actor's face index and portrait filename based on current HP %, so characters show hurt / bloodied art as they take damage — in menus and (with MainMenuCore/BattleCore) portraits.

Actor notetags thresholds at ≤75% / ≤50% / ≤25% HP via params; per-actor overrides like <Face Index Override: N>, <Portrait Suffix Override: _hurt>, <No HP Face Swap>.

TextSounds v1.1

messagesaudio

Plays a sound as each character draws in message windows — a typewriter "voice." Configurable SE with volume/pitch variance, interval, and skip-spaces/punctuation. Per-actor and named (NPC) voices.

Per-character give an actor a voice via notetag <Text Sound: file> or a name in the params, then switch voices inline with \Voice[3] (actor) or \Voice[happy] (named). \Voice[-1] mutes.

QuizShaderBackground v1.0

visualmap

A subtle GPU fragment-shader plasma that appears behind your windows on the map while a control switch is ON, and fades out when it's OFF. Built for an opening "void" scene but works for any dream/limbo mood.

Setup pick a control switch in the params; turn it ON/OFF in events. Tune colors, speed, scale and opacity. Costs almost nothing on the CPU (it runs on the GPU).

TextOutlineWidth v2.0

visualtext

Sets the thickness of the outline drawn behind all in-game text, from one setting — bolder for a chunkier look, a hairline for subtle, or 0 to remove it entirely. Optional outline-color override too.

Setup set Outline Width in px (engine default is 3; 0 = none) and an optional Outline Color.

PronounDisplay v1.0

menuidentity

Shows each actor's pronouns under their name in the menu. A small, friendly touch for character-driven and inclusive games.

Actor notetag <Pronouns: they/them> (or she/her, he/him, she/they, any text).

TargetNameInMessage v1.0

battletext

Adds a %t placeholder to a skill or item's Message 1 / Message 2 lines, so the use-text can name the target ("Aida glares at %t.") instead of only the user. Vanilla-compatible.

Usage put %t anywhere in the skill/item Message fields; mixes freely with the normal %1 user placeholder.

PersistentBattleLog v1.0

battleui

Keeps the battle log on screen so lines build up into a running history instead of clearing after each action — a classic, readable combat feel. Works in vanilla MZ and with VisuMZ BattleCore.

Setup tune the max log height in params. If you use VisuMZ BattleCore, place this plugin below it in the list.

LayeredBGM v1.0

audioadaptive

Plays several looping BGM stems in perfect sync and fades each layer in/out by switch, variable, or party size — adaptive music that grows. A hub theme can gain an instrument each time you recruit someone.

Setup export same-length stems to audio/bgm, define a Track with one Layer per stem + its audible condition, then call Play layered BGM. Saves/restores in sync.

HotSpriteReload v1.0

dev toolworkflow

Playtest-only: reload all graphics with a single keypress, so you can edit a sprite or tile in your art program and see it update in-game without restarting the test.

Usage press the configured key during playtest to re-fetch every image. Inert outside playtest, so it's safe to leave enabled.

For VisuStella users

IntuitiveKeybinds v1.0

VisuMZ OptionsCorecontrols

Sets modern, intuitive default keyboard bindings instead of MZ's quirky defaults. It only changes the defaults, so players using VisuMZ's rebinding menu can still remap freely.

Setup enable it; pairs naturally with VisuMZ OptionsCore key rebinding.

KeyNameDisplay v1.0

VisuMZ Core + OptionsCorecontrols

Gives every keyboard key a readable text label, so VisuMZ's key-rebinding menu shows proper key names ("Space", "Shift", "↑") instead of blanks or raw codes.

Order place below VisuMZ_0_CoreEngine and VisuMZ_1_OptionsCore.

FixRebindMenu v1.0

VisuMZ OptionsCorebugfix

Patches a bug in the VisuMZ_1_OptionsCore build shipped with the VisuStella sample project, where the rebind menu rejects every keypress (rows show blank and binding does nothing). This restores rebinding while still forbidding keys that shouldn't be remapped (F1–F12, the Windows key, etc.).

Order place below VisuMZ_1_OptionsCore. No parameters.

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Installing a plugin

  1. Download the .js file and drop it into your project's js/plugins/ folder.
  2. In RPG Maker MZ open the Plugin Manager, add the plugin, and turn it ON.
  3. Set any parameters in that dialog. Mind the load order where a plugin notes one (e.g. "below OptionsCore").
  4. For plugins that use notetags, paste the tag into the relevant Actor / Skill / Event note box.