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.
.js
no credit required
MZ
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.
<Leash> + optional <Sight: 6>, <Leash Range: 8>,
<Home Region: 12>, <Chase Speed: 5>, <Give Up Balloon>.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.
<Face Index Override: N>, <Portrait Suffix Override: _hurt>,
<No HP Face Swap>.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.
<Text Sound: file> or a name in the params, then switch voices inline with
\Voice[3] (actor) or \Voice[happy] (named). \Voice[-1] mutes.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.
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.
Outline Width in px (engine default is 3;
0 = none) and an optional Outline Color.Shows each actor's pronouns under their name in the menu. A small, friendly touch for character-driven and inclusive games.
<Pronouns: they/them> (or she/her, he/him, she/they, any text).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.
%t anywhere in the skill/item Message fields;
mixes freely with the normal %1 user placeholder.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.
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.
audio/bgm, define a Track
with one Layer per stem + its audible condition, then call Play layered BGM. Saves/restores in sync.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.
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.
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.
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.).
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.js file and drop it into your project's js/plugins/ folder.