RPG Maker MZ

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Beginner's Guide to Plugins
De Archeia
A beginner's guide to understanding how plugins work in RPG Maker MV / MZ.
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How to Download and Install a Plugin
When you first create your new game in RPG Maker MZ, your project’s files will already contain several plugins. You can view these in your game’s files through *\js\plugins. Each of these files is a special format called .js, which is a JavaScript file. This is the language that RPG Maker MZ uses to make changes to your project. To preview the contents of a plugin, should the plugin creator allow it, you would need to download an IDE. These are applications which helps developers create their own code. If you want to learn or attempt to create plugins this is almost a necessity. Here are some recommended Text IDEs you can download right now!
When downloading a new plugin, make sure to save the file with the .js extension. The link to a plugin’s download may look like an ordinary text file, possibly like this:


To save this as a .js file, simply right click the page or go to File>Save As and make sure to save the file with the .js extension at the end. This file needs to be saved in your project’s *\js\plugins folder. To install the plugin, open your project in RPG Maker MZ and locate the Plugin Manager. You can do this by clicking Tools>Plugin Manager on the top bar, or simply by locating the puzzle piece icon underneath. Your new project’s Plugin Manager should look like this:


Now let’s install the plugin. Double click anywhere inside of the Plugin List, which will bring up a new Plugins Settings page. Clicking the rectangle under “Name:” will bring up a list of plugins in your project’s folder which you can choose from. Most plugins will provide a short description of what they do alongside their name, like so:


◆ Important Note: You can quickly turn a plugin on and off by clicking the checkbox or pressing Spacebar under Status.

The plugin is now installed and will take effect on your project. Some plugins may require you to change their Parameters, use Plugin Commands or Notetags in order to do what you want.
How to Use Plugin Parameters
Some plugins need to be customized via Plugin Parameters. When you install a plugin, you will find these on the right-hand side of the window. These can be changed by double-clicking the parameter you wish to adjust, which should bring up a new window.

Let’s install a new plugin called AltMenuScreen2MZ by Sasuke Kannazuki and Munokura:


By default, if you just install the plugin and don’t change any parameters, your main menu should look like this:


But the plugin creator has added Plugin Parameters that allow you to change certain elements of the plugin. There are many different ways in which a plugin’s creator can give the user control over the Plugin Parameters. Firstly, there are boolean (or switches in eventing terms) values. These are true/false values that will usually ask whether you would like something to be enabled or disabled. Here is an example of a boolean Plugin Parameter:


There are also variable values for Plugin Parameters. These will usually accept a number, like this:


By adjusting this value, we can change how many actors will appear in the main menu. Here is what happens when we change this value to 2:


There are also Plugin Parameters where the user can input a text string. This can be used to display information to the player in your game. Here, it is used to show the label for map names under the main menu:


Some Plugin Parameters will ask you to select a file from your project’s folders, by clicking the long rectangle next to the file path. This could be to select a Picture, Character, Face, etc. Here, the plugin uses this Plugin Parameter to select a custom background for the main menu:


By adjusting these parameters to your liking, you can get the most out of plugins and customize your game to look and function as you want it.

It should also be noted that each Plugin Parameter will allow you to change the parameter value via Text. This means that you can copy and paste values such as booleans (true/false) for ease of use if the user needs to duplicate certain parameters in another project.


◆ Important Note: This is very handy since you can't copy/paste parameter settings one by one and has to be the entire plugin. The text function helps you bypass that.
Useful Tips
  • RPG Maker MV and MZ released with a huge plugin library by different plugin developers with your installation. Make sure to check them out! They should be in your DLC folder.
  • For a quick start, you can check this guide for a list of plugin developers! https://steamcommunity.com/sharedfiles/filedetails/?id=2392605198
  • For more plugins, RPG Maker Forum Javascript Releases[forums.rpgmakerweb.com] will help you find unique plugins to help you with your game!
  • Always read what Plugin Parameters the Plugin Developer provides. You will be surprised at how some of them have so many options!
How to Use Plugin Commands
Some plugins can be controlled through Plugin Commands, which are special event commands that will change how a plugin functions once they are activated. For example, here we have the TextPicture plugin installed:


To use this plugin, you must use Plugin Commands when creating your event pages. On page 3 of the event commands list, you will find the Plugin Command option.


Clicking this will allow you to select the plugin you wish to use a Plugin Command for, which will then populate the list of available commands.


For the TextPicture plugin, you can select a command called ‘Set Text Picture’ in order to make the plugin function as intended. Selecting a command will populate the list of arguments below, where you can make changes to how the plugin functions. Any changed arguments will then take effect after this event command has been initiated.


Some plugins have many more Plugin Commands available than this which will perform different tasks, as well as some that change numerous arguments and parameters. You can view them as Event Commands for Plugin Developers. Here is an example of developers can provide you:

How to Use Notetags
Another way that some plugins function is through the use of notetags. In RPG Maker MZ, certain areas of the database such as skills, items, equipment, classes, etc. have a notetag box for each unique entry. Ordinarily, the contents of this box have no effect on your game, and some users opt to store developer information in them for future reference. However, some plugins make use of the Notetag box to allow the user to customize certain database entries. Plugins with well-written documentation or information in the ‘Help’ box will tell you which Notetags you are able to use, and where to put them.

Here is the plugin called AddAutoToActorCommand by Sasuke Kannazuki:


The information under ‘Help’ demonstrates how you can use the notetag <NoAutoCommand> in an Actor’s notetag box to prevent the plugin’s features from taking an effect on them. Generally, Notetags will be formatted in this way with an open < and closed > pointy bracket surrounded text. Often, these Notetags will also be adjustable by the user so that they may include strings, variables and other information that can be used to customize the plugin.

Here is how the working Notetag looks in the database:


You can use multiple Notetags for database entries, so long as there is no conflict between plugins. Some plugins may also require you to use multiple Notetags to customize your database with. It is recommended that you place different Notetags on a separate line for each new Notetag, as this is a much cleaner way of working and makes issues easier to troubleshoot in future.
Where to Find Notetags
When using plugins for RPG Maker MZ, some of them may require you to use Notetags in specific parts of the database or events. Here is where you will find each Notetag box:

Event Editor Notetag
The Notetags for events can be added in the box next to the event’s name.

For example: this might be used for plugins that give an event an aesthetic effect such as a shadow, a glow, or a label. Or it may be used for anything that affects an event’s behaviour, such as how they interact with the player.


Event Editor - Comments
Sometimes, Notetags can be placed into the Event Editor through ‘Comment’ which can be found on the bottom left of event command page 1.

This can sometimes add more flexibility when using plugins, as opposed to the previously mentioned Notetag box.


Map Properties Notetags
The Notetags for maps can be added in the box to the right of parallax backgrounds. For example: this might be used for plugins that change things to do with your map such as regions, tilesets or encounter rates.


Database - Actor Tab Notetags
The Notetags for actors can be found in the bottom right of the actors tab. For example: this might be used for plugins that change an actor’s parameters such as stats.


Database - Classes Tab Notetags
The Notetags for classes can be found in the bottom right of the classes tab. For example: this might be used for plugins that change how certain classes can interact in battle or on the map.


Database - Skills Tab Notetags
The Notetags for skills can be found in the bottom right of the skills tab. For example: this might be used for plugins that affect how certain skills can be used in battle or from the menu.


Database - Items Tab Notetags
The Notetags for items can be found in the bottom right of the items tab. For example: this might be used for plugins that provide complex item crafting features.


Database - Weapons Tab Notetags
The Notetags for weapons can be found in the bottom right of the weapons tab. For example: this might be used for plugins that affect how a weapon appears in the menu, such as name colors, icon overlays, etc.


Database - Armors Tab Notetags
The Notetags for armors can be found in the bottom right of the armors tab. For example: this might be used for plugins that affect how an armor appears in the menu, such as name colors, icon overlays, etc.


Database - Enemies Tab Notetags
The Notetags for enemies can be found in the bottom right of the enemies tab. For example: this might be used for plugins that add more complexity to battle rewards and item drops.


Database - States Tab Notetags
The Notetags for states can be found in the bottom right of the states tab. For example: this might be used for plugins that add more complexity to how the player can remove an actor’s state.


How to Update Plugins
As the RPG Maker MZ software updates and changes, or plugin developers add new features to their work, you may find that you will need to update or patch plugins to the latest version.

In order to do this without deleting the parameters you have already set, you must not remove the old plugin from your Plugin Manager. It is also recommended that you make a backup copy of your project before updating any software or plugins.

First, add the new .js file to your plugins folder in *\js\plugins. Next, locate the plugin in the Plugin Manager. Right click the plugin in the list, and click ‘Refresh’. Be sure to save your project before playtesting, as the playtest may not always recognize plugin updates without being saved first.


◆ Important Note: Depending on the plugin you are updating, you may also find that you might need to reopen and save the plugin parameters. This is due to a slight limitation in the software’s framework, but the plugin should work correctly after this.
Learning Materials
1 commentaires
Colluplino 22 juin 2024 à 13h48 
I am grateful for things like this. It's very well done. Without people like your, there would be many many less customers and the rating of the software would be much lower.

but it is not your job to do that .

And that's not something trivial.
If the communicty wasn't so nice and paying them to get to work for them, GatchaGatcha would have upgraded it's software will a lot of missing features by now.
For once, by adding a better setup wizard for new projects.