Please enable JavaScript.
Coggle requires JavaScript to display documents.
RPG Maker MZ Architecture - Coggle Diagram
RPG Maker MZ Architecture
Editor Interface & Tools
File Operations
New Project (Creates localized project directory structure)
Open Project (Loads existing .rmmzproject profiles)
Save (Commits layout data, data arrays to JSON)
Deployment (Compiles distributions across targeted platforms)
Work Modes
Map View (F11 - Primary structural drawing canvas)
Event View (F12 - Logical scripting layer mapping)
Map Modification Arrays
Pencil / Rectangle / Ellipse / Paint Bucket
Shadow Pen Tool
Scale Controllers
Zoom In / Zoom Out / Actual Size
Primary Systems Engines
Database Manager (F9 - Game parameter configuration matrix)
Plugin Manager (System scaling via JavaScript integrations)
Resource Manager (Asset importing, pipeline routing controls)
Character Creator (Procedural generative asset sheets generator)
Play Test System (Ctrl + R - Local sandbox compiler execution)
Database Structural Layers
Actor Processing Arrays
Identity Fields (Name, Nickname, Profile bio)
Class Bindings (Governs stat progression matrix & structural curve tables)
Graphical Pointers (Face graphic grid, Map walk sprite sheet, SV Battler sheets)
Starting Loadout Configuration (Initial Weapon, Armor slots allocation)
Traits Assignments (Targeted element resistances, special state immunities)
Classes Engine
Experience Curve Functions
Base Param Progression Formulas (MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK)
Skill Unlock Arrays (Level-based invocation mapping)
System Asset Proficiencies (Weapon types, Armor types flags matching)
Combat Ability Inventories (Skills)
Execution Requirements (MP Cost, TP Cost allocations)
Targeting Scopes (1 Enemy, All Allies, User, Random)
Invocation Triggers (Usable Timing: Always, Battle Screen, Menu Screen, Never)
Damage/Recovery Calculation Formulas (Evaluated via explicit mathematical syntax string expressions)
Inventory Core Arrays (Items)
Asset Classification (Regular Items vs Key Items flags)
Consumable Rules (Yes/No toggle matrices)
Economic Rules (Base value definition parameters)
Invocation Variables (Hit types, Animations links, Damage formulas, Custom Effects)
Equipment Repositories (Weapons & Armor)
Slot Categorization Matrix (Weapon types, Shield/Head/Body/Accessory classifications)
Static Parameter Multipliers (Direct stat bumps configuration)
Trait Injection (Element applications, execution state additions/removals)
Encounter Structuring Vectors (Enemies & Troops)
Enemy Stat Allocations (Base attributes, drops configuration table)
Action Pattern AI Weights (Skill restrictions based on turn count or status conditions)
Troop Groupings Configurations (Visual positions mapping on active layout)
Battle Event Matrix (Conditional event triggers evaluated per combat frame turn)
Status Arrays (States)
Priority Weightings System (Dictates overlay graphics stack behavior)
Restriction Toggles (None, Attack Enemy, Evasion Locked, Cannot Move)
Removal Matrix Logic (Auto-removal action steps counters, removal on damage chance)
Message String Modifiers (Text formatting definitions for state activation)
System Configurations (System 1 & System 2)
Starting Party Lists Definitions
Global Options Configuration (Show Player Followers, Sideview Battles toggle)
Audio Resource Pointers (BGM, BGS, ME, SE assignments)
Grid Dimension Parameters (Dynamic Tile Size configurations: 48x48, 32x32, 24x24, 16x16)
Logical Scripting Engine (Events)
Execution Configurations
Trigger Vectors (Action Button, Player Touch, Event Touch, Autorun, Parallel)
Priority Layout Flags (Below Characters, Same as Characters, Above Characters)
Control Structure Branches
Switches Configuration Matrices (Global Boolean arrays)
Variables Handling Matrix (Integers allocation algorithms)
Self Switches Framework (Local page controls: A, B, C, D tokens)
Conditional Checks (Evaluating configurations of party, inventory, status conditions)
Event Command Routing Matrix
Message Commands (Show Text, Show Choices, Input Processing scripts)
Game Progression Controls (Control Switches, Control Variables, Control Self Switch)
Movement Execution Triggers (Transfer Player, Set Movement Route animations)
System Operation Toggles (Change Gold, Change Items, Battle Processing, Game Over)
Graphics Pipeline & Formatting Rules
Image Asset Resolution Matrices
File Format Rules (Strict execution requirement: lossless transparent .png format only)
Character Sheets Format
Single Character Sheet Syntax (Prefix: '$' character character sheet token marker)
Single Frame Slicing Logic (Calculated systematically at total dimension width divided by 3, height divided by 4)
Full Standard Template Set (Compiles 8 distinct target sheets organized onto an integrated 4x2 matrix layout)
Face Asset Sets Matrix (Grid dimension standard: 576x288 pixels total canvas area)
Sub-Unit Resolution Profiles (Individual sub-cell scale: 144x144 pixel blocks)
Composite Set Multiplier (Maintains precise 4x2 allocation grid providing 8 slots total)
Audio File Management Layout
File Format Rules (System wide audio tracking standard: loop-optimized .ogg container formats)
Subsystem Categories
BGM (Background Music loops)
BGS (Background Sounds layers)
ME (Music Effects interrupters)
SE (Sound Effects clips)