Particle Core

This is Particle Core, it’s an implementation of PIXI’s Particles library into RPG Maker MV. With this, you can create emitters on map events and  states that emanate from the afflicted.

This Plugin Requires Pivoo Utility V2.1.0 or greater. Get it here.

This Plugin also requires Pixi Particles by Cloudkid. Get it here.

You can create and edit Particles here.

Get the Plugin Here.

Get the Demo Here.


How to Install

Particle Core uses the Pixi Particle Library, it requires you to download and install the Pixi Particle Library. We will be going through every step of the installation below.


Step #1

Download The all the files needed first; Pivoo Utility and Pixi Particles. Place the Utility into the plugins folder and enable it in RPG Maker MV above all of my other plugins.


Step #2

Add the Pixi Particle Libary to the js/libs/ folder inside your games directory. You do not need to enable this script.


Step #3

Open up your index.html using your code editing software of choice. if you do not own one, notepad works too; however, I would suggest downloading Visual Studio Code myself, as it is a useful game development tool.



This Part is very important!

Add the library inside the index.html. I would suggest placing it below the “js/libs/pixi-picture.js”. Create a new line, and add:

<script type="text/javascript" src="js/libs/pixi-particles.js"></script>

Your index.html should now looks similar to this:

<!DOCTYPE html>
        <meta charset="UTF-8">
        <meta name="apple-mobile-web-app-capable" content="yes">
        <meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
        <meta name="viewport" content="user-scalable=no">
        <link rel="icon" href="icon/icon.png" type="image/png">
        <link rel="apple-touch-icon" href="icon/icon.png">
        <link rel="stylesheet" type="text/css" href="fonts/gamefont.css">
    <body style="background-color: black">
        <script type="text/javascript" src="js/libs/pixi.js"></script>
        <script type="text/javascript" src="js/libs/pixi-tilemap.js"></script>
        <script type="text/javascript" src="js/libs/pixi-picture.js"></script>
        <script type="text/javascript" src="js/libs/pixi-particles.js"></script>
        <script type="text/javascript" src="js/libs/fpsmeter.js"></script>
        <script type="text/javascript" src="js/libs/lz-string.js"></script>
        <script type="text/javascript" src="js/libs/iphone-inline-video.browser.js"></script>
        <script type="text/javascript" src="js/rpg_core.js"></script>
        <script type="text/javascript" src="js/rpg_managers.js"></script>
        <script type="text/javascript" src="js/rpg_objects.js"></script>
        <script type="text/javascript" src="js/rpg_scenes.js"></script>
        <script type="text/javascript" src="js/rpg_sprites.js"></script>
        <script type="text/javascript" src="js/rpg_windows.js"></script>
        <script type="text/javascript" src="js/plugins.js"></script>
        <script type="text/javascript" src="js/main.js"></script>


Step #5

Add Pivoo Utility and Particle Core to the Plugin Manager. Make sure that Particle Core goes below Pivoo Utility.

Now we can get on with working with the plugin!



Using The Particle Editor



Getting the Particles In Game 

After creating your particle using the Particle Editor, you want to add it to the game. To do this, you want to click the download button on the Particle Editor. Go to the downloaded file and open it up using your code editing software or notepad. Select all of it’s contents and copy it. Then paste it inside the “Particles” parameter.

You’ll also want to make sure that any images you’ll be using are inside the img/pictures/ folder.

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The Options Menu

Particle Quality can be changed in the options. This can be disabled if you don’t want it; however, I recommend leaving that option available to your players. You can create as many options as you want. When creating a new option, you’ll notice 3 parameters.

  • Name – This is what will show up on the options menu.
  • Container Quality – This set’s what type of container to use for the particles. Setting it to low will limit the rotation of particles, and will remove alpha support; however, will run faster. Setting it to high will make everything look like it does in the editor, but will be less efficient. High should be used in most cases, as the performance increase is negligible.
  • Particle Density Modifier – This will reduce the amount of particles on screen. It does so by modifying the values of the configuration before they’re passed onto screen. These are the settings it modifies.
    • Max Particles – Multiplies the Max Particles by this amount
    • Frequency – Divides the Frequency by this amount

P.S. If you are using options core, you can use it; but you will need the parameter Here:
    Yanfly’s Option Menu – Particle Quality Option





State & Event Note-tags

*Note: Notetags for events go into a comment

<Emitter: ParticleId, imageName, imageName...>

This note-tag will create an emitter on the actor / enemy / event. We have 2 options for this emitter:

  • ParticleId – The Id of the Particle. this would be the the number beside the parameter you filled in for the Particle settings.
  • imageName – The name of the image file(s) that you want to use for this emitter.



Actor & Enemy Note-tags
    State StateId: ParticleId, imageName, imageName...

Replaces the state emitter for the actor/enemy if the user is afflicted with the specific state.

  • imageName – The name of the image file(s) that you want to use for this emitter.
  • StateId – The Id of the State the emitter is replacing.
  • ParticleId – The Id of the Particle. this would be the the number beside the parameter you filled in for the particle settings.



  • V1.0.1
    • fixed game breaking bug of crashing on loading while on a map with particles
  • V1.0.0
    • Plugin Released.

Thank you for your time ^.^

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