Original Source
- Original title: MV/MZ Message Autoplay
- Original author: Tamschi
- Original date: October 23, 2025
- Source thread: https://forums.rpgmakerweb.com/threads/message-autoplay.180675/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMZ)
Summary
Message Autoplay Ver. 1.0.0 Tamschi Introduction Message Autoplay is a lightweight plugin that adds a Ren'Py-inspired auto-advance function to the message window(s).
Archived First Post
Tamschi
Introduction
Message Autoplay is a lightweight plugin that adds a Ren'Py-inspired auto-advance function to the message window(s).
The time it takes to cancel the current interactive wait depends on how much text was shown just before in that window.
Features
- Clickable 'Auto'-button (using 2x2 spritesheet to reflect state) that can be aligned and offset in the message window.
- Configurable keyboard and gamepad bindings (with input intent that can be renamed in case of collisions).
- Uses the standard input system, so it's compatible with input rebinding and virtual input plugins.
- Modular options submenu: You can rename or remove each row and specify defaults.
- Autoplay can turn off on exploration, battle and/or manual advance (configurable).
- Extensive JavaScript API where you can adjust almost every aspect of the plugin.
- Clean, unobfuscated code with type annotations, written without AI-assistance.
Screenshots
Inactive (default image):
Active (default image):
Options menu (configurable):
Plugin parameters:
Plugin commands:
How to Use
This plugin doesn't necessarily have to be configured:
Just activating it with default settings can be enough for many English-language games.
Note that by default the plugin requires img/system/Auto.png (included), which should be a 2x2 spritesheet.
The right half of the spritesheet is used iff autoplay is active and the bottom row while the button is pressed.
If your button is small, please include some transparent padding to make pressing it via touch input easier!
The "Input Intent" parameter controls the internal name of the autoplay toggle input.
You can rename it freely and erasing it will deactivate it and the keybinds completely.
You can use the quoted plugin parameters to adjust the text shown in the options menu.
The preset "Delay" and "Speed" defaults of 90% and 40% are values I personally find comfortable.
Plugin Commands / Script Calls
- StartAuto (MV) / Start Auto (MZ): Start autoplay.
- StopAuto (MV) / Stop Auto (MZ): Stop autoplay.
- ToggleAuto (MV) / Toggle Auto (MZ): Toggle autoplay.
The JavaScript API is namespaced as
TS_Message_Autoplay.You can
.start(), .stop() and .toggle() autoplay and get the current state by calling .isActive(), which is enough to make custom autoplay buttons that don't use the built-in Sprite_AutoButton. The API also exposes parameters (as well as my decodeParameters and normalizeParameters utility functions), Scene_AutoplayOptions and Window_AutoplayOptions, property keys and old…/new…-trampolines for each installed hook (so all hooks can be changed or deactivated easily by other plugins).Demo
This plugin is very simple, so I didn't make a demo project for it. Usually, you can just use it with its default settings.
(If your game is in a language other than English, you can use the quoted plugin parameters to replace the options menu text.)
There's a short looping web demo embedded on the Itch.io page below, so you can try how the plugin feels to use as a player without downloading it. (The options menu is not accessible there, however.)
Download (Itch.io, please scroll down to "Download demo" for the free full version!)
I know the page setup is a bit confusing, it's the best I could do on Itch.
Terms and Credits
This plugin is free for non-commercial use and redistribution under CC BY-NC 4.0.
A commercial-use license can be purchased on Itch.io and has no restriction on the number of games or team size.
It's fine to use this plugin in adult games. Credit isn't strictly required beyond leaving it accessible in the plugin file, but I'd appreciate being credited as "Tamschi" if you do have more prominent plugin credits (without implying my endorsement of your game).
Features Mentioned
- Clickable 'Auto'-button (using 2x2 spritesheet to reflect state) that can be aligned and offset in the message window.
- Configurable keyboard and gamepad bindings (with input intent that can be renamed in case of collisions).
- Uses the standard input system, so it's compatible with input rebinding and virtual input plugins.
- Modular options submenu: You can rename or remove each row and specify defaults.
- Autoplay can turn off on exploration, battle and/or manual advance (configurable).
- Extensive JavaScript API where you can adjust almost every aspect of the plugin.
- Clean, unobfuscated code with type annotations, written without AI-assistance.
Downloads / Referenced Files
Log in, then follow the RPG Maker Developers Group to see these download links.
Log in to downloadLicense / Terms Note
Terms and Credits This plugin is free for non-commercial use and redistribution under CC BY-NC 4.0. A commercial-use license can be purchased on Itch.io and has no restriction on the number of games or team size. It's fine to use this plugin in adult games. Credit isn't strictly required beyond leaving it accessible in the plugin file, but I'd appreciate being credited as "Tamschi" if you do have more prominent plugin credits (without implying my endorsement of your game).
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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