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MVStep Rewards Plugin

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: Step Rewards Plugin
  • Original author: OpheliaEnigma
  • Original date: November 3, 2020
  • Source thread: https://forums.rpgmakerweb.com/threads/step-rewards-plugin.129499/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMV)

Summary

Step Rewards Plugin+1.0.0 OpheliaEnigma​ Introduction This plugin allows the user to attribute rewards (through a common event) after a certain number of steps has been given by the player while possessing a certain item, armor or weapon equipped or while a certain switch is active.

Archived First Post

Step Rewards Plugin+1.0.0
OpheliaEnigma

Introduction

This plugin allows the user to attribute rewards (through a common event) after a certain number of steps has been given by the player while possessing a certain item, armor or weapon equipped or while a certain switch is active.

Features

This allows us to easily recriate popular RPG systems such as:

  • Eggs that hatch after a certain amount of steps with them on the inventory;
  • Gear that gains bonuses after a certain number of steps walked with it equipped;
  • Items that rot or spoil after a certain number of steps walked with them on the inventory;
  • Events that take a certain number of steps before happening (emulating the building of a bridge or other time consuming situation);
  • Pokemon's day care system;
  • And many other options.

How to Use



1.Parameter Explanation

All 4 parameters consist of lists you will have to set to specify the condition for your reward, a number of steps and a common event to be triggered when the player walks the specified number of steps.

1.1.First Parameter

The first parameter is a list of item IDs that, when in the player's possession, will start a step counter. For each item, you also need to set the respective step counter and a common event to be triggered when the counter reaches 0.

EXAMPLE:

[{"itemID": 2, "steps": 100, "eventID": 3}, {"itemID": 6, "steps": 150, "eventID": 5}]

This example means that you wish to trigger common event with ID 3 when the player walks 100 steps while possessing item with ID 2. It also means that you wish to trigger common event with ID 5 when the player walks 150 steps while possessing item with ID 6. Leave a blank [] for this parameter to be ignored.

1.2. Second Parameter

The second parameter is exactly the same as the first, however, uses armor IDs instead of item IDs. It can be used to trigger step rewards that start the step counter when the player has a certain armor piece equipped.

EXAMPLE:

[{"armorID": 5, "steps": 200, "eventID": 1}, {"armorID": 3, "steps": 150, "eventID": 4}]

This example means that you wish to trigger common event with ID 1 when the player walks 200 steps while equipped with armor with ID 5. It also means that you wish to trigger common event with ID 4 when the player walks 150 steps while equipped with armor with ID 3. Leave a blank [] for this parameter to be ignored.

1.3.Third Parameter

The third parameter is exactly the same as the first and second, however, uses weapon IDs instead of item or armor IDs. It can be used to trigger step rewards that start the step counter when the player has a certain weapon equipped.

EXAMPLE:

[{"weaponID": 3, "steps": 200, "eventID": 2}, {"weaponID": 1, "steps": 350, "eventID": 6}]

This example means that you wish to trigger common event with ID 2 when the player walks 200 steps while equipped with weapon with ID 2. It also means that you wish to trigger common event with ID 6 when the player walks 350 steps while equipped with weapon with ID 1. Leave a blank [] for this parameter to be ignored.


1.4. Fourth Parameter

The fourth parameter is exactly the same as the first, second and third, however, uses switch IDs instead of item, armor or weapon IDs. It can be used to trigger step rewards that start the step counter when a certain switch is ON.

EXAMPLE:

[{"switchID": 1, "steps": 50, "eventID": 7}, {"switchID": 3, "steps": 600, "eventID": 9}]

This example means that you wish to trigger common event with ID 7 when the player walks 50 steps while the switch with ID 1 is ON. It also means that you wish to trigger common event with ID 9 when the player walks 600 steps while the switch with ID 1 is ON. Leave a blank [] for this parameter to be ignored.

2.Script Calls

As an extra to the already explained functionalities, you have access to some script calls for extra control over the plugin:
  • $gameSystem._OpheliaEnigma.StepRewards.getItemCounter(id);
  • $gameSystem._OpheliaEnigma.StepRewards.getWeaponCounter(id);
  • $gameSystem._OpheliaEnigma.StepRewards.getArmorCounter(id);
  • $gameSystem._OpheliaEnigma.StepRewards.getSwitchCounter(id);

These script calls return the number of steps left to activate the common event set for the numeric id given as argument. Note that these functions relate to, from top to bottom: items, weapons, armor and switches. As an example, the following script call:

$gameSystem._OpheliaEnigma.StepRewards.getItemCounter(1);

returns the number of steps left to activate the common event set for the item with id 1. Note that these script calls return a number equal or lower to -1 if the number of steps has already been reached and return undefined if the id argument does not exist on the plugin's parameters.

You also have access to the remaining script calls:

  • $gameSystem._OpheliaEnigma.StepRewards.setItemCounter(id, counter);
  • $gameSystem._OpheliaEnigma.StepRewards.setWeaponCounter(id, counter);
  • $gameSystem._OpheliaEnigma.StepRewards.setArmorCounter(id, counter);
  • $gameSystem._OpheliaEnigma.StepRewards.setSwitchCounter(id, counter);

These script calls set value of the argument counter to the number of steps left to activate the common event set for the numeric id given as argument. Note that these functions relate to, from top to bottom: items, weapons, armor and switches. As an example, the following script call:

$gameSystem._OpheliaEnigma.StepRewards.setItemCounter(1, 100);

Sets the value of the argument counter to the number of steps left to activate the common event set for the item with id 1.

Plugin
Please donwload the plugin here

Credits
- OpheliaEnigma

Terms
This plugin is free to be used for non-commercial projects, however, for usage on commercial projects please donate the amount specified for this plugin at the plugin's itch.io page. Any doubts don't hesitate to contact me, OpheliaEnigma, either through here or my email address: OpheliaEnigmaUltimateCoder@gmail.com

Features Mentioned

  • This allows us to easily recriate popular RPG systems such as:
  • Eggs that hatch after a certain amount of steps with them on the inventory;
  • Gear that gains bonuses after a certain number of steps walked with it equipped;
  • Items that rot or spoil after a certain number of steps walked with them on the inventory;
  • Events that take a certain number of steps before happening (emulating the building of a bridge or other time consuming situation);
  • Pokemon's day care system;
  • And many other options.

Downloads / Referenced Files

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License / Terms Note

Credits - OpheliaEnigma Terms This plugin is free to be used for non-commercial projects, however, for usage on commercial projects please donate the amount specified for this plugin at the plugin's itch.io page. Any doubts don't hesitate to contact me, OpheliaEnigma, either through here or my email address: OpheliaEnigmaUltimateCoder@gmail.com

Creator Claims / Removal

If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.

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