3D 360° Photosphere – RPG Maker MV Plugin

RPG Maker MV 360 Photosphere Effect Plugin
By: Soul – soulxregalia.wordpress.com

DOWNLOAD (Dropbox)

After placing this plugin on your js/plugins folder, you must place the following js plugins under your js/plugins folder:


These two must be ABOVE the 360 Photosphere plugin.

If you do not have the plugin, You can download the three.js in their official site:

What’s the best photo to be uploaded and used for this scene?
A panoramic photo or a photo in the power of twos. Don’t upload small ones because it would be pixelated. You can also use equirectangular photographs. They will be seamless when they are wrapped around the sphere.

This does not support the ff yet:
– 2 button combination
– Mouse (Orbit Controls feels really weird with MV)
– Tiling


If you’re using yanfly’s custom keyboard functions, remember to type the same control name of the keymap in the Scene or Spriteset Control. For example, if you want to use WASD in controlling the orbit of the sphere, you use whatever you used with Yanfly’s plugin. So if you want to use the WASD, use W A S D keys in the controls.

Place all the images under your specified directory. If you are using a non existent folder, create it.


If you want to display the photosphere via scene:

Soul : Photosphere : Scene : imageName: autoOrbit : width : height : Start

If you want to display the photosphere via spriteset:

Soul : Photosphere : Spriteset : Setup : imageName : autoOrbit : width : height : x : y

where imageName is the name of the image used. Make sure you add the file extension as well.
where autoOrbit if you want to make the orbiting automatic or not. true or false only.
where width is the screen width for the renderer panel
where height is the screen height for the renderer panel
where x is the x position of the photosphere on the screen
where y is the y position of the photosphere on the screen

Soul : Photosphere : Scene : comfyroom.jpg : true : Start

Soul : Photosphere : Spriteset : Setup : comfyroom.jpg : true : 512 : 512

However, if you’re placing it on the spriteset, it doesn’t automatically gets itself added. You have to add it. Use the plugin command

Soul : Photosphere : Spriteset : Show

to show the photosphere or use

Soul : Photosphere : Spriteset : Hide

to hide the photosphere.

So if you, say, want to display it via spriteset, the whole plugin command set would be:
Soul : Photosphere : Spriteset : Setup : comfyroom.jpg : true : 512 : 512
Soul : Photosphere : Spriteset : Show

If you want to change the orbit speed when you use your keys, use this plugin command:

Soul : Photosphere : OrbitSpeed : speedNumber

where speedNumber is the speed value you want for the manual orbit.


Soul : Photosphere : OrbitSpeed : 0.01

If you want to change the automatic orbit speed, use this plugin command:

Soul : Photosphere : AutoOrbitSpeed : speedNumber

where speedNumber is the speed value you want for the automatic orbit.


Make sure that this plugin is ABOVE any plugin that has to do with maps.

Credits to Bjørn Sandvik for ff:
Photosphere for ThreeJS tutorial.
Photosphere Effect for native ThreeJS.

Credits to:
alteredq / http://alteredqualia.com/
mr.doob / http://mrdoob.com/

for Detector.js

You are free to:
Share, Adapt and Modify this plugin.

Free for Commercial and Non Commercial Use.


Thomas Edison MV – RPG Maker MV Plugin

Thomas Edison MV – RPG Maker MV Plugin

Author: Soulpour777

Download Plugin Only (Github)

Download Plugin + Graphic (Mediafire)

Download Thomas Edison MV Help Documentation


Thomas Edison MV is a plugin that allows the developer to create beautifully crafted lights for their game. The idea behind this plugin was to revive the popular VX script of the same name by BulletTXT. This plugin however has been modeled and developed with the combination of ES5 and ES6 with a few differences with the old VX counterpart.

So, what does this plugin offer? Just creating lights?

Yes, that’s basically it. That way, it allows you to make your maps more beautiful. The idea of this plugin is taken from playing around the tones and blending of an object. Shadows and such are not found and created by this plugin.

Can we use different image for every light?

Yes. I made the plugin like that so every light and sprite tied to it can make different types and shapes of the light depending on how they are displayed on the map. Why was it designed so? The reason behind this aside from this is if you’re creating a parallax map, normally lighting systems follow the tileset (if programmed so) instead of the current displayed images. That works for this purpose. If you’re using a parallax image, it’d be best that the light would also follow the image to create a more realistic effect.

Why are the lights tied to a switch?

The lights are tied to a switch so you can create stop lights or lights that would only occur during a said timing. With this, you can create traffic / signal lights as well as use it to create some kind of light puzzle event. Not only will this plugin serve as your lighting system but also for puzzles. Cool, right?

If so, isn’t this doable in events?

Unfortunately, you can’t, not unless you tie everything via script commands, then yes. But for easier take and quick build, making lights using a plugin where everything is set properly is better. I believe that with this plugin, it would allow you to quickly make something as making lights faster than eventing.


BulletTXT for the VX Version and Idea. This plugin is based on the same coding principles of a lighting system.


This plugin is written in ES6.

For more information on the installation and setting up the lights, check the Thomas Edison Help File and Documentation added on the download links above.


RPG Maker MV Plugin – Legend of Zelda Ocarina System

RPG Maker MV Plugin – Ocarina System (Legend of Zelda)

Download DEMO (Mirror 1) – Dropbox

Download DEMO (Mirror 2) – Mediafire

This plugin allows you to create musical pieces using the Ocarina and conjure different effects via common events.

Instructions and Manual:

Place all images under img / soul_ocarina folder. If the folder is not existent, please do create one.

For the Key Images, they are named after what key they are. A is A, B is B and so on.

Max Number of Notes

This one is the max counter before the ocarina stops accepting more notes. This means that even if the number of notes for one piece is 7 and your counter is 10, it would execute the piece right away and clears the counter. So, if you input more than the max number of notes, it won’t accept it anymore and just transfers you to the map.


To add your own musical piece, do this on a script call:
$gameSystem.createSongPiece(key, commonEvent);

key is the list of keys. Enclosed in a [], separated in commas.
commonEvent is the common event ID executed when the ocarina plays this pattern.

$gameSystem.createSongPiece([‘D’, ‘E’, ‘B’, ‘D’, ‘E’, ‘B’], 6);

^ when you play the ocarina and you successfully made
DEBDEB, common event 6 would be executed.

Q: What does a common event for the Ocarina looks like?

A: First and foremost, you would have to setup the things you want to happen when the music is correct. In my case, for example, let’s say that the player played Song of Storms correctly, this is how I would put it:


The correct tune executes the common event. Don’t forget to reclaim your BGM in the end. The reason why I chose common event rather than scripting the whole thing is that when you do eventing, this allows you to have a better control of what you want to do, rather than being limited to what’s inside the plugin parameters, for that matter. This way, it gives you more creativity to what you want to achieve in each song.

That’s it for this plugin and I hope you use it in one of your projects.

Thank you!

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.