Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Next Level Gaming

196
Posts
39
Topics
169
Followers
33
Following
A member registered Jul 28, 2016 · View creator page →

Creator of

Recent community posts

This displays your enemies' elemental and state rate weaknesses, like in the Persona video games. Enemies don't show what weaknesses they have, but this does! This is for RPG Maker MV only. This was featured in my game, Chronicles of Veldoria.

Here, if an enemy has one or more weaknesses, it shows an unlocked weakness. Depending on your settings of this plugin, if you use an ability to unlock one or more weaknesses or hit the enemy with one of their weaknesses, the weaknesses show up.

How to use:

In the parameters, set the element name's order based on the Terms number in the order. Then select the icon number for the corresponding element name's order. The icon number must be the same as the Icon Set you want to use to display the weakness icon. The list of element name order and the element icon number correspond to each other, like the first and the first, the fifth and the fifth, etc. You can also go to the parameters' (elemental and state icons' parameters) text field, right-click on the text field, and choose IconSet Viewer.

Set the elemental and the state rates of enemies higher than 100%, and they will appear for them.

Add <Unlock> notetag to an item or skill, and it unlocks/displays the next one not shown if it exists. Or add <Unlock All> to unlock all of them.

Use <Unlock Weakness> in an enemy note to unlock the enemy's weakness by getting hit by it.

You can use the plugin command DisplayWeaknesses and true or false like DisplayWeaknesses false to show/hide the weaknesses.



https://a-higher-plane.itch.io/enemy-weakness-display-plugin-for-rpg-maker-mz

Even though it's a minor bug, I care about it. I think that I found the problem and fixed it. Please try it now.

(1 edit)

I'm sorry that there is no video (yet). I'll try to create one eventually. The description describes the plugin well.

I made another update about that whole stat display thing. Please download this version and try it out.

Please download the newest version of the plugin and try out this issue, as well as renaming "materia" now.

(1 edit)

So, for example, if you use it like HP + 5 it actually works as HP + 5%?

What causes hp and mp to change by percentage when it should be absolute number?

OK TY!

Oh and please let me know if I did it right and you're happy with these latest changes.

I made the update! https://a-higher-plane.itch.io/advanced-materia-plugin-for-rpg-maker-mz/devlog/1...

Please tell me how to recreate the Materia Stat error. I tried something and it worked fine for me. Maybe create a video.

I am not able to post a message that I've made here. I am testing this now.

Materia — Final Fantasy VII Growth & Equipment System for RPG Maker MV

By Next Level Gaming | v1.1.0 | RPG Maker MV

Bring one of gaming's most beloved equipment systems into your RPG Maker MV project. Materia is a comprehensive, battle-tested plugin that faithfully recreates the materia mechanic from across the entire Final Fantasy VII saga — the original game, FF7 Remake, Crisis Core / Reunion, and FF7 Rebirth — all in a single drop-in plugin.

Characters slot colored orbs into their weapons and armor, grow them by earning AP in battle, and combine Support materia with others through linked slots to create powerful effects. The result is a deep, modular ability system that rewards experimentation and keeps players engaged far beyond the story.

✦ What's Included

Five Materia Types

Magic, Command, Summon, Support, and Independent — each behaves exactly as it does in the source games, granting skills, modifying partners, or applying passive bonuses.

AP Growth & Mastery

Every materia grows from ★1 to ★Master by absorbing AP earned in combat. Customize the AP curve per materia or use a global default. When a materia masters, a fresh copy can automatically spawn in the party's inventory.

Linked Slot Support Effects

Pair a Support materia with any Magic, Command, or Summon materia in a linked slot to transform how it works — make a spell hit all enemies with All, add an elemental property with Elemental, repeat a spell four times with Quadra Magic, or drain HP/MP back with HP/MP Absorb. Boost damage further with MP Turbo.

Remake-Era Mechanics

Auto-Cure, Auto-Reraise, Magnify, Parry, First Strike, ATB Boost, and ATB Ward are all included with individually tunable parameters, calibrated for MV's default turn-based (DTB) battle system.

Crisis Core: Materia Fusion

Combine two materia into a new one, carrying over a configurable share of their combined AP and inheriting a bonus stat boost — ATK, DEF, MAT, and more.

Multi-Cast Spells

Support for Tri-Fire-style materia that fires the same skill multiple times in a single action, with a configurable number of extra casts.

FF7 Rebirth: Synergy Commands

Equipping certain materia combinations can unlock special synergy commands for an actor, mirroring Rebirth's linked-character mechanics.

Dedicated Materia Menu

A polished in-game screen lets players view all party members' weapon and armor slots, drag materia in and out, inspect AP progress, and preview skills learned at each star level — all without touching the standard equipment menu.

Battle Reward Integration

AP gains, level-ups, and master notifications display cleanly in the post-battle reward window, so players always know their materia are growing.

✦ Developer-Friendly Setup

Configuration is entirely notetag-driven. Add <Materia Slots: N> and <Materia Pairs: ...> to any weapon or armor to give it slots. Define materia as armor database entries tagged with <Materia Type> — the plugin automatically keeps them out of the standard equip screen and manages them as a separate inventory. All text formats, AP curves, absorb rates, icon indices, and effect values are exposed as plugin parameters with no code editing required.

✦ Compatibility

Platform: RPG Maker MV

Battle System: Default Turn-Based (DTB); ATB-style parameters gracefully fall back to DTB equivalents

Dependencies: None

Bring the depth of FF7's iconic materia system to your players — without writing a single line of engine code.

https://a-higher-plane.itch.io/advanced-materia-plugin-for-rpg-maker-mv

Materia brings the iconic growth and equipment system from the Final Fantasy VII universe into RPG Maker MZ. Slot colored orbs into weapons and armor, earn AP in battle to level them up, and combine Support materia with Magic or Command materia through linked slots to unleash powerful combo effects.

The plugin spans the full FF7 timeline — from the original game through FF7 Remake, Crisis Core / Reunion, and FF7 Rebirth — faithfully recreating each era's mechanics in a single, configurable package.

Key Features:

  • Five materia types — Magic, Command, Summon, Support, and Independent — each with their own behavior and skill-grant rules.
  • AP & leveling system — Materia grow from ★1 to ★Master by absorbing AP from battles. Upon mastering, a fresh copy can be automatically spawned.
  • Linked slot support effects — All, Elemental, Quadra Magic, MP/HP Absorb, and MP Turbo modify the materia slotted in their paired slot.
  • Remake-era mechanics — Magnify, Auto-Cure, Auto-Reraise, First Strike, ATB Boost, and ATB Ward, all with tunable parameters for TPB and DTB battle systems.
  • Crisis Core: Materia Fusion — Combine two materia to produce a fused result, carrying over a configurable portion of AP and applying bonus stat boosts.
  • Multi-cast spells — Tri-Fire and similar CC spells cast the same skill multiple times in one action.
  • FF7 Rebirth: Synergy command grant — Equipping certain materia unlocks synergy-based commands for the actor.
  • In-battle AP reward display — Shows AP gained and level-up / master notifications in the reward window after each battle.
  • Dedicated Materia menu — A full equip screen lets players slot, swap, and inspect materia across all party members, with linked-slot indicators, star ratings, learned/upcoming skill lists, and stat change previews.
  • Notetag-driven setup — Weapons and armors declare their slot counts and link pairs via notetags; materia themselves are defined as armor entries with a <Materia Type> tag, keeping them out of the standard equip menu.
  • Full source code available- no obfuscated code!
  • Project is still in development!

https://a-higher-plane.itch.io/advanced-materia-plugin-for-rpg-maker-mz

I got here to purchase this wonderful plugin but I can't seem to do so! Why not? Please help me out!

(1 edit)

OTB (Order Turn Battle) is a turn-based battle system, popularized by Octopath Traveler and ported to RPG Maker MZ by VisuStella. Instead of the default "everyone inputs, then everyone acts" loop, OTB makes the turn order visible and individual:

  • Two queues are drawn at the top of the battle screen — Current Turn (who acts this round, left-to-right) and Next Turn (who acts after).
  • When a battler reaches the front of the Current Turn queue, that one battler acts immediately — actors get a command window, enemies AI-pick — then the slot is consumed and the queue advances.
  • Initial order is rolled from agility. After that, only the Next Turn queue can be reshuffled — by action speed, by AGI buffs/debuffs, or by OTB notetags on the skill being used. Once a turn is set, raw AGI changes can't change it.
  • When the Current queue empties, Next becomes Current and a fresh Next is built. End-of-turn state ticks and regen happen at that rollover.

https://a-higher-plane.itch.io/order-turn-battle-otb-plugin-for-rpg-maker-mv

FTB is a team-based turn battle system — instead of every battler getting one action per turn in interleaved AGI order, the entire actor team takes a full turn, then the entire enemy team takes a full turn. Within a team's turn, the team draws from a shared pool of Action Points (AP), which can be spent freely across any living members. So with 5 AP, your fastest healer could cast 5 heals, your tank could attack 5 times, or any mix — it's the team that takes "actions," not individual battlers.

Key rules:

  • AP = (base actions × living members) + notetag bonuses + AGI buff stacks − AGI debuff stacks, clamped to a configurable min/max.
  • Each skill/item/Attack/Guard consumes AP from the team pool.
  • The turn ends when AP hits 0 or no member can act.
  • States/buffs tick at the end of the opposing team's turn, so a Guard cast at the end of your turn endures through the enemy's entire turn.
  • First team is decided by surprise/preemptive, otherwise by a configurable neutral-advantage rule (default: highest total AGI).

https://a-higher-plane.itch.io/free-turn-battle-battle-system-plugin-for-rpg-mak...

This is the bribe functionality similar to Final Fantasy X's bribe ability.

MV version: https://a-higher-plane.itch.io/bribe-plugin-for-rpg-maker-mv

MZ version: https://a-higher-plane.itch.io/bribe-plugin-for-rpg-maker-mz

This is a monster-catching plugin, like in the Pokémon video games. This includes:

  • Capturing enemies via minigames, a special item, or low HP
  • Depositing and withdrawing enemies
  • Various capturing minigames
    • Bar
    • Alternate buttons
    • Sequence
    • Item
    • Button mash
  • Full source code

Link: https://a-higher-plane.itch.io/monster-catching-plugin-for-rpg-maker-mz

This is the only CSB battle system plugin from Final Fantasy XIII and Final Fantasy XIII-2 for RPG Maker MZ. It features:

  • Predefined roles
    • Set their parameter (attack, etc) multiplier, how fast the gauges grow, and more.
  • Stagger gauges
  • Create paradigms based on predefined role combinations
  • Switch paradigms mid-battle
  • ATB bar
  • Full source code included
  • Staggered enemies have a state added to them set by you

Link: https://a-higher-plane.itch.io/command-synergy-battle-csb-battle-system-plugin-f...



(1 edit)

This is a monster-catching plugin, like in the Pokémon video games. This includes:

  • Capturing enemies via minigames, a special item, or low HP
  • Depositing and withdrawing enemies
  • Various capturing minigames
    • Bar
    • Alternate buttons
    • Sequence
    • Item
    • Button mash
  • Full source code

Link: https://a-higher-plane.itch.io/monster-catching-plugin-for-rpg-maker-mv

(1 edit)

This is the CSB battle system from Final Fantasy XIII and Final Fantasy XIII-2. It features:

  • Predefined roles
    • Set their parameter (attack, etc) multiplier, how fast the gauges grow, and more.
  • Stagger gauges
  • Create paradigms based on predefined role combinations
  • Switch paradigms mid-battle
  • ATB bar

Link: https://a-higher-plane.itch.io/command-synergy-battle




Hey, it seems that I have fix the issue/error/bug! Please download the newer plugin sample and try it out. Thanks a lot again!

Hello, so it seems that I was able to fix it but didn't upload the fix just yet. Please give me more time to do so. Thanks again for your purchase and for letting me know this bug!

Hello and thanks for this purchase!

I have tried replicating this error in order to fix but I can't seem to be able to. Please tell me how I can do so. Also, please open the console by pressing F8 and taking a screenshot what shows the full error with the lines.

This is basically the Shin Megami Tensei battle system for RPG Maker MZ, and it's MZ's version of my Press Turn Battle for RPG Maker MV.



Link: https://a-higher-plane.itch.io/press-team-battle-system-plugin-for-rpg-maker-mv

This is the only plugin that features Super Mario RPG (including its remake) mechanics for RPG Maker MZ!

Features:

  • You can increase the damage dealt if you press the Attack button at a certain time.  A bar appears to show when.
  • You can reduce the damage dealt to you if you press the Cancel button at a certain time. A bar appears to know when.
  • Compatible with Yanfly's Battle Engine Core and Action Sequences.
  • You can customize the colors.
  • Works right out of the box! No coding required!
  • Is open-source and can be edited. No obfuscated code!

Link: https://a-higher-plane.itch.io/timed-input-plugin-for-rpg-maker-mz

I am working on these issues now, sir/ma'am! WDYM by the animation part? The animation plays along with the timing! Both the character swing in SV mode and the skill animation on the enemy do play.

Now, to answer your first two questions, those aren't supported (just yet). But I have now uploaded a different sample project I think. I'll see what I can do about those features...

Next Level Gaming's Mascot "Ace" Graphics Pack (Free)


This is Ace (also known as "Icarus"). He is Next Level Gaming company's mascot. His graphics here can be used with a variety of game engines for commercial and personal use, completely free of charge! This pack includes:

  • Face for RPG Maker (144x144p)
  • RPG Maker Char state
  • RPG Maker Down state
  • RPG Maker Santa Down state
  • RPG Maker Santa Char state
  • RPG Maker SV Battler
  • RPG Maker Santa SV Battler
  • Sideview idle state
  • Sideview jump state
  • Sideview Santa idle state
  • Sideview Santa jump state
  • A standard question sideview block
  • A standard side-view block
  • Sideview Terrain

These can be used for practicing programming.

T-pose humanoid 3D character coming soon!

https://a-higher-plane.itch.io/next-level-gamings-mascot-ace-graphics-pack

Hey, if you want to support me, can you give this itch page an honest rating/review, talk about this plugin online, and consider buying my game Chronicles of Veldoria off of Steam (the game's itch is currently disabled by the system on itch)? I'd love it if you guys would help me. Thanks in advance. 

I was able to replicate and fix it. Please download the newer version and give it a go.

I have tried replicating this bug but it didn't happen. Can you upload the project somewhere and let me download to check it?

Now, I don't know why the last version didn't include the code for the counterattacks, but I've re-added it. Please download the latest version and try it out to see if it resolves your issues. Also, this version doesn't seem to have the bug you reported.

Please check if the enemy can earn another turn, as well as the plugin's parameters.

Wait, I read your message and watched your video, but I didn't quite get what you meant. What exactly is the issue?  Nothing in the video is incorrect. I see that if you hit the enemy with their elemental weakness, they can earn a turn if possible. But not if it's a counterattack or magical reflection.

Also, thank you for considering supporting me! I greatly appreciate this! I am working on a new, innovative, original plugin now. You buying my plugins greatly helps me.

YVW, sir!

(1 edit)

I think that I've fixed it with the counterattack and magical reflection. Download and use the new one and give it a go.

Thank you! I'll see what I can do...

Take a closer look- they're there on the spritesheet in the IconPack3 folder.