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MVVessel of Sin's Custom Plugins

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Vessel of Sin's Custom Plugins
  • Original author: MoonMoonGames
  • Original date: March 14, 2021
  • Source thread: https://forums.rpgmakerweb.com/threads/vessel-of-sins-custom-plugins.134413/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMV)

Summary

The plugins in the following GitHub were written for my RPG Maker 31st Birthday entry, Vessel of Sin, and were then subsequently cleaned up for release, because I thought other people would definitely benefit from using them. Download link to all plugins here! Terms of use for all plugins is that they are free to use and modify for both non-commercial and commercial purposes, so long as you leave a credit for my name or alias somewhere in your game! Note that while Vessel of Sin's plugin folder seems like...

Archived First Post

The plugins in the following GitHub were written for my RPG Maker 31st Birthday entry, Vessel of Sin, and were then subsequently cleaned up for release, because I thought other people would definitely benefit from using them.

Download link to all plugins here!



Terms of use for all plugins is that they are free to use and modify for both non-commercial and commercial purposes, so long as you leave a credit for my name or alias somewhere in your game!

Note that while Vessel of Sin's plugin folder seems like I took a handful of random pharmaceuticals and wished for the best, I don't know how these plugins will interact with other plugins. Some of them might work fine, some of them will not. I cannot guarantee any compatibility with RPG Maker MZ, as I don't own it, nor have I tested it.



Here's a list of plugins and what they do:

MOON_DLC_Local.js

This plugin adds the ability to lock/unlock switches with the presence of a file in a /dlc/ folder. This is a very simple implementation of DLC, in that every user will have access to it, but locked away content should only be accessible if they have a certain file in that folder (or if that switch is flipped via other means). This way, when you want to add extra content, such as DLC, people won't have to download a custom build of your game.

Note that this plugin was made for internal use and might be very finicky to work with. Remember to read the documentation, enable console output by uncommenting the lines, and checking that it works. It assumes the presence of a /dlc/debug.txt file to switch switch 100 to true on. I use a Common Event that calls the script DLC_Check() to make it work, and have that be called in parallel if it's a map that requires it.

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MOON_Load_Game.js

I wanted to let people be able to load their games from the menu that pops up when you hit X, and this does just that. And just that.

MOON_Remove_Optimize.js

I genuinely don't like the optimize feature in RPG Maker, so this plugin just removes that option from appearing. Let your users figure out what they want to equip themselves.

MOON_Luck_Removal.js

I'm not 100% sure how luck even works in RPG Maker, but I didn't want people to go all in on a stat that might have minimal effect. This plugin makes it so that regardless of the value of the luck stat, it will always return a multiplier of 1.

MOON_Luck_Removal_UIEdit.js

This plugin is an addition to the above one, in that it removes the ability to see your luck stat on the status screen. If you have custom plugins that modify the status screen, this is unlikely to work properly.

MOON_Critical_Multiplier.js

I didn't want critical hits to deal double damage, but slightly above it. This plugin allows for a custom value to be entered, in case you want critical hits to deal anywhere from half the damage to ten times on hit.

MOON_Store_Sell_Price_Divisor.js

Vessel of Sin is generally fairly generous with item drops. To avoid players farming the AI and easily selling everything they find for a bunch of items with which they can brute force through the game, I made it so that the AI gives players about 10-12% the value of the items they find on selling it. This by default is set to pay players only half of the item prices, but if you want your stores to pay players with a 1:1 ratio or a 1:10, you are able to. Note that you set a divisor, not a multiplier!

MOON_Experience_Variation.js

Lastly, I didn't want players to instantly realize how much experience an enemy can give you, so I made XP be on a range of 20%, so an enemy that gives 100 XP may actually give anywhere from 90 to 110 XP on kill. You modify the value as if it's a damage variation, but don't include the percent sign!

Downloads / Referenced Files

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License / Terms Note

Terms of use for all plugins is that they are free to use and modify for both non-commercial and commercial purposes, so long as you leave a credit for my name or alias somewhere in your game! Note that while Vessel of Sin's plugin folder seems like I took a handful of random pharmaceuticals and wished for the best, I don't know how these plugins will interact with other plugins. Some of them might work fine, some of them will...

Creator Claims / Removal

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