Field Effects (Yugi Oh) – RPG Maker MV Plugin

RPG Maker MV Plugin – Field Effects

Author: Soulpour777


This plugin allows you to be able to create field effects in the battle scene. By field effects, this means that when a field is changed in battle, it would also have consistent changes in the battle scene. This idea is backed from Yugi Oh’s Field Cards, which allows you to add stat equips when the field is changed. As such, this plugin is following the same philosophy.


Plugin Download + Help Documentation (Dropbox)

Plugin Download + Help Documentation (Mediafire)

Plugin Download + Help Documentation (


RPG Maker Plugin – Meliodas’ Full Counter

RPG Maker MV Plugin – Meliodas’ Full Counter

Author: Soulpour777

DOWNLOAD (Mirror 1)

DOWNLOAD (Mirror 2)


This ability allows Meliodas to reflect attacks aimed at him, back at the enemy, but with much greater power; therefore, the stronger the opponent’s powers are, the stronger Meliodas’ power becomes. This plugin then mimics this ability.


Tag your states with if you want them to behave like Meliodas’ Full Counter. Make sure that the state is a magic reflection ability. This works by injecting new effects if the state is tagged with it and if magical reflect is added into it as an effect. The FULL COUNTER MULTIPLIER is the multiplier of the reflect damage. This means that the actual damage of the reflection (normal) is multiplied by it. When I said that Math formula is accepted, I meant that any math style value is accepted. For example:

Math.floor(Math.random() * 20)

This will randomize between 0 to 19.

RPG Maker MV Plugin – Battle HUD Factory

RPG Maker MV Plugin – Battle HUD Factory

DOWNLOAD (First Version)

Note: The face index version was requested by Izeck Kattz on my youtube channel video. The Face Index Version would now use the face index instead of the actor’s name, this way, the actor bust would not be limited by merely what the name is.

DOWNLOAD (Face Index Version)

Each category is sliced in this plugin so that the user can dissect which is which in their deployment of the HUD. Let it be known that the HUD resources should be inside the img / BattleHUD / Factory folder. If this folder directory is none existent, please do create.

I will be explaining how to use this plugin per parameter steps.

All tagged X | talks about the x coordinate.
All tagged Y | talks about the y coordinate.
All tagged H | talks about the height.
All tagged W | talks about the Width.
All tagged Col | talks about the columns of the selectable command on screen.
All tagged Opacity | talks about the transparency of the object in the screen.


This plugin is compatible with Yanfly’s ATB.
If you’re using the ATB, change the HUD_Background to HUD_Background_ATB.


I erased the original start message about the enemies emerging on screen. You can reset by going to the START | Battle Message and set it to true.


This is the margining of the HUD being displayed on screen. Height value means higher distance between the huds, while lower value means lower distances between the huds. This is if you’re using a higher resolution of the windows and you have 5 to 10 members, then you can use this to shorten the distances of the drawn HUD.

This is the Fight and Escape Command. By plugin default, it is placed above, where its image overlay (from COMMAND IMAGES) are located above it. You can set up the coordinate of it as well.


This is the actor’s command window. This is where you set up whether you want to attack, use a skill / item and guard.


This is the window dedicated on you selecting a skill the current selected actor will use.


This is the window that shows the status of the player. However, since we are using the HUD, this means that we don’t need it. However, I created a dummy to create the states that the actor is suffering / has in battle. By plugin default, I erased it from the screen.


Ah, yes. If you want to show the faces of the actor in battle (or even the bust or battler, really…),
you can do it with this plugin. It sets it below the HUD so you can show the illusion of them
facing you or the enemies in battle. Please be informed that the images are still stored on the directory mentioned above.


These are the two brown images you see on top of the battle screen. I inlined it with the  coordinates of the windows so it fits well.


The arrow is something you see when you select the actor when using a skill. This is only
recommended if you’re using one to four actors in battle, since the commands that tie with
it in the ARROW CUSTOM setup denotes the  movement of the arrow in 4 different corners
of the screen. It has a few animation as well, which may come in slow for wide screen  games not unless the user edits the FWD and BWD parameters.

FAQ (Frequently Asked Questions)

Q: Can we use formula / math functions inside the numerical type of parameters like the speed and movement of the arrow or the x coordinate of the window?

A: Yes you can. They are eval methods, so you can definitely play around them and the way you want the positions to be given for each object / item.

Graphics are edits and rehash from the graphics I used on my Rune Factory HUD, credits to Neverland.

RPG Maker MV Plugin – Battle HUD Rune

SOUL_MV Battle HUD Rune
Author: Soulpour777


This is a battle hud to replace your normal base Battle Status. Version Rune
Credits for Resources (portraits)

Makapri (Site 1 | Site 2)

Date Created: 6:44PM, June 2, 2016
Date Finished: 1:05PM, June 3, 2016


Place all your images at img / BattleHUD / Rune.
If the directory is not existent, create one.

I. Configuring Messages In Battle

Messages when the battle starts could be very annoying. This is in the fact that you can see what enemies you’re fighting in the screen anyway. If you’re using Yanfly’s Battle Engine Core, you can even see their names when selecting, so it’s pretty much useless to have the start message anyway.

However, if you want the messages to still run as normal, the parameters:
Show Battle Message – shows the battle message by default
Start Message Position – the position of the message box.
The value of this parameter must be a number (in formula or integer).
It only accepts three, however, which are:
0 – Places the message on top of the screen
1 – Places the message in the middle of the screen
2 – Places the message in the bottom of the screen
Start Message Background – the background of the message box. The value of this parameter must be a number (in formula or integer). It only accepts three, however, which are:
0 – Shows the message in its normal window.
1 – Shows the message in dim / black background.
2 – Shows the message in transparent background.

II. Setting up the Commands

Party Command means the Fight and Escape commands when you start the battle.

Actor Command Window means the command list of the actor on his/her actions, whether to Attack, Use a Skill, Use and Item or Guard.

Enemy Window means the list of targettable enemies during enemy target selection.

Columns means the horizontal orientation of the commands as well as the value of how many things you want to see in the window. In this plugin, the Col means the maximum columns and items you want to see in the window (visible by default).

W stands for Width.
H stands for Height.
X stands for the x position / coordinate of the certain window.
Y stands for the y position / coordinate of the certain window.
Col stands for Max Columns.
Align stands for Text Alignment.
Opacity stands for the transparency of the object.

The values that should be entered for all of these should be in formula or integer value, except the alignment, where the values should be left, center or right

III. Actor Sprites

The actor sprites (can be face or image) are separately drawn from the base of the hud. They can be designed definitely how the user of this plugin desires.

『RPG Maker MV Plugin』Sneeze (Typhon from Final Fantasy 6)

Current Version: 1.0
Author: Soulpour777



This plugin allows you to do the Sneeze technique of Chupon / Typhon. What the Sneeze attack does is that it boots out the battle member affected with the state. In this case, when you have a party member booted out from battle and won, the character comes back in your party upon winning. When one member was booted out and you escaped, the character will also come back.


Place the state ID on the [] of the Sneeze States parameter. Make sure you separate them by using comma tags.

Create a skill for the enemy that has the Effects: State and add Sneeze there.

Compatibility Issues:

None so far after creation.