[RMMZ] (Help) Affinity System and Status Menu
BMM_Archive · July 15, 2026
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Original Source
- Original title: [RMMZ] (Help) Affinity System and Status Menu
- Original author: PauloHPBender
- Original date: August 24, 2020
- Source thread: https://forums.rpgmakerweb.com/threads/rmmz-help-affinity-system-and-status-menu.125985/
- Source forum path: Game Development Engines > RPG Maker MZ Support
Summary
I'm trying to implement a Affinity System for my project, using Visustella plugins. There are a few, important steps that I'm following: There are 8 playable characters in my game, each of them excels in a specific parameter: - Brenda (HP)
Archived First Post
I'm trying to implement a Affinity System for my project, using Visustella plugins.
There are a few, important steps that I'm following:
There are 8 playable characters in my game, each of them excels in a specific parameter:
- Brenda (HP)
- Cedric (MP)
- Yvanna (Physical Defense)
- Argus (Magic Defense)
- Makuro (Physical Attack)
- Mahara (Magic Attack)
- Flora (Agility)
- Corvo (Luck)
Then, i've created 28 Affinity Variables:

Thanks to Visustella Plugins, I was capable to run a Common Event at the end of each battle. This common event checks if each pair of characters is in the group, and then raises the Affinity of this pair in 1 point.
My idea is to use these variable values to determine the bonus of a passive state that raises the actor's parameters based on their ally's best parameter.
E.G: Brenda and Cedric have an Affinity value of 15. When they are fighting together, Brenda gains a bonus to her Max MP based on 15% Cedric's Max MP, while Cedric gains a bonus tohis Max HP based on 15% of Brenda's Max HP.
Here are my questions:
- How do I set these states for them to behave like this?
- How could I make a Status Window that shows each character's Affinity (maybe using Visustella's Main Menu Core?)
I know there's a lot to be answered here, and I thank you guys for the attention.
There are a few, important steps that I'm following:
There are 8 playable characters in my game, each of them excels in a specific parameter:
- Brenda (HP)
- Cedric (MP)
- Yvanna (Physical Defense)
- Argus (Magic Defense)
- Makuro (Physical Attack)
- Mahara (Magic Attack)
- Flora (Agility)
- Corvo (Luck)
Then, i've created 28 Affinity Variables:

Thanks to Visustella Plugins, I was capable to run a Common Event at the end of each battle. This common event checks if each pair of characters is in the group, and then raises the Affinity of this pair in 1 point.
My idea is to use these variable values to determine the bonus of a passive state that raises the actor's parameters based on their ally's best parameter.
E.G: Brenda and Cedric have an Affinity value of 15. When they are fighting together, Brenda gains a bonus to her Max MP based on 15% Cedric's Max MP, while Cedric gains a bonus tohis Max HP based on 15% of Brenda's Max HP.
Here are my questions:
- How do I set these states for them to behave like this?
- How could I make a Status Window that shows each character's Affinity (maybe using Visustella's Main Menu Core?)
I know there's a lot to be answered here, and I thank you guys for the attention.
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- Local mirror: 136135-ebf118ec87a3623754925ad418268825.jpg
SHA-256:6030cd326b3192f0690075ba6621bbe714176ba7b2939f1e51e2f53c2b9018ff
Original attachment URL: https://forums.rpgmakerweb.com/attachments/affinity-jpg.157055/
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