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PICO ToolBox is a series of scripts/plugins tailored for RPG Maker MZ that solve real production pains: visual debugging, metrics, variable inspection, quick in-game editing, collision visualization, and more. The idea is simple: practical, good-looking, efficient tools that drop right into your project and speed up your development, QA, and balancing workflow.

Why use it?

  • Real productivity — fewer alt-tabs, more real-time iteration.

  • Senior design — safe aliasing patterns, compatibility in mind, and SemVer across all plugins.

  • Light & fast — PIXI/JS with smart updates so your game stays snappy.

  • Team-ready — docs, a minimal demo, and usage examples.

  • Constant evolution — new modules coming, clear changelogs, and support.

What’s already here

✅ ToolBox #1 — PICO Debug HUD (PIXI)

Monitor Variables and Switches in real time during gameplay. Modern floating panel with built-in themes (Dark / Light / Neon / Retrospace), smart transparency (fades near the player), and hotkeys (F7 toggle, F8 theme, F9 opacity, F10 lock). Fixed position/size with save-state persistence. Updates on a configurable interval, works on map (and optionally battle) scenes, and includes plugin commands (Show, Hide, Toggle, Refresh). Perfect for faster debugging, QA, and balancing.

Highlights

  • Real-time variable/switch monitor

  • Smart fade near player (optional)

  • Themes + hotkeys + save persistence

  • Minimal overhead, quick to set up

✅ ToolBox #2 — PICO Set Self Switches

A reliable controller for Self Switches (A–D) with set, toggle, and batch operations — designed for eventing speed and safety.

What it does

  • Single or batch operations for keys A–D

  • Accepts true / false / toggle / keep (skip) per key

  • “This event” auto-target: set eventId = 0 to affect the calling event

  • Current map default: set mapId = 0 to use the active map

  • Backward-compatible with legacy commands from POG_setSelfSwitches

  • Optional debug logging for quick diagnosis

Plugin commands (new API)

  • Set One Self Switch — target by mapId/eventId, choose key, set op

  • Set Batch (A–D) — set/toggle multiple keys at once (keep to skip)

Script calls (public API)

// One: 
PICO.SetSelfSwitches.one({ mapId: 0, eventId: 0, key: 'B', op: 'toggle' }); 
// Batch: 
PICO.SetSelfSwitches.batch({ A: 'true', B: 'keep', C: 'toggle', D: 'false' }); 


Legacy preserved

  • setSelfSwitches, selfSwitches, allSelfSwitches still work (for older projects), now routed to the robust parser (accepts on/off/toggle/none too).

✅ ToolBox #3 — PICO Keyboard+

Use the whole keyboard, safely. Unlock letters, digits, F-keys, numpad, arrows, navigation and punctuation without breaking MZ defaults. Bind any key to Switch (toggle/hold/set) or Common Event via commands or a tiny script API.

Highlights

  • Full-keyboard symbols (e.g., keyA, digit1, f5, numpad0, arrowUp, space).

  • Non-conflicting (keeps default input intact).

  • Web-friendly (preventDefault option).

  • Text-safe (auto-pause in name input).

Commands Bind Switch Toggle / Hold / Set, Bind Common Event, Unbind / Unbind All.

One-liners

PICO.KeyboardPlus.bindSwitchToggle('keyQ', 5);   // toggle Switch 5 on Q PICO.KeyboardPlus.bindCommonEvent('f5', 12);     // run CE 12 on F5 

✅ ToolBox #4 — PICO Horizontal Title Menu Modern horizontal title screen layout.

Transform the default vertical command stack into a sleek side-by-side design. Commands arrange horizontally in a single row with smart auto-sizing and configurable spacing.

Highlights

  • Horizontal command layout (New Game, Continue, Options side-by-side)
  • Auto-adjusting width based on content
  • Plugin-friendly with custom title commands
  • Zero setup — works immediately after activation

Parameters

  • Command Spacing — pixels between menu items (default: 20)
  • Debug Mode — console logging (default: off)

Perfect for modern UI aesthetics and better screen space utilization.


 ToolBox #5 — PICO Disable Menu

Tired of the default menu popping up when it shouldn't? Building a dungeon crawler, visual novel, or any game where the player shouldn't be poking around menus mid-session? This one's for you.

PICO Disable Menu gives you simple, individual toggles to lock down the parts of MZ's default behaviour that get in the way of your game's flow — no code needed, just flip the switches in the Plugin Manager.

What you can control:

  • Block the menu from opening on the map (Cancel/Escape)
  • Hide the touch menu button
  • Disable dashing (player always walks)
  • Disable touch/click movement on the map
  • Trim the title screen to New Game, Continue and Exit only
  • Set a custom save slot limit

Every feature is independent — enable only what your project needs.


✅ ToolBox #6 — PICO Loot

Want enemies to drop items with different rarities? Need a treasure chest that always feels unpredictable but still balanced? PICO Loot lets you set up weighted loot tables directly in the Plugin Manager and draw random results straight into MZ variables — no code required.

Define as many tables as your project needs, assign weights to control how likely each entry is to appear, and let a single plugin command handle the rest. Works great for enemy drops, chests, random rewards, gacha systems, or any situation where chance meets design intention.


✅ ToolBox #7 — PICO Gamepad

Full gamepad support for RPG Maker MZ. Map every button to a native MZ action, a Plugin Command, or both — directly from the Plugin Manager, no code required.

Works great for action games, custom UI schemes, or any project that needs the controller to feel intentional.

What you can control:

  • Map any button to a native MZ action and/or any Plugin Command
  • Trigger modes — fire once on press, or every frame while held
  • Analog stick movement on the map with a configurable threshold
  • Deadzone and sensitivity tuning
  • Rumble on demand, or automatically on actor HP damage
  • Mirror axis values to MZ variables (–100 ~ 100)
  • Remap buttons at runtime without restarting the game

Plugin Commands
Vibrate, Set Deadzone, Map Button, Reset Mapping, Toggle Buttons.

Script API

PICO.Gamepad.getAxis(index);
PICO.Gamepad.isButtonPressed(index);
PICO.Gamepad.vibrate(index, intensity, duration);

Every feature is independent — enable only what your project needs.


✅ ToolBox #8 — PICO InputMapper

Remap MZ's native input keys and register custom input symbols — all from the Plugin Manager, no code required.

Two features in one plugin: reassign the keys that trigger built-in MZ actions, and register any key as a free symbol available to the rest of your project via MZ's own input API.

Native Remaps

Reassign any of MZ's built-in actions (ok, cancel, shift, menu, pageup, pagedown, up, down, left, right) to any key you choose. Multiple keys can trigger the same action. Only your configured keys will be active — defaults are fully replaced.

Custom Inputs

Register any key as a named symbol in MZ's input system. Once registered, it works natively with MZ's input API — no extra code needed. Optionally fire a Common Event or call a global function on key press.

Input.isPressed('sprint')    // true while the key is held
Input.isTriggered('sprint')  // true on the first frame of press
Input.isRepeated('sprint')   // true with auto-repeat

What you can configure per custom input:

  • Key Code — the physical key (e.g. KeyR, ShiftLeft, F5)
  • Symbol — the name used in scripts (Input.isPressed('symbol'))
  • Common Event — triggered once on key press (0 = none)
  • Function Name — any global function called on key press (optional)

Common Event and Function Name can be used together or independently. Responses always fire on the rising edge — once per press, never every frame.


Part of the PICO ToolBox series, which also includes a real-time debug HUD, self-switch controller, full-keyboard input bindings, a horizontal title menu, game-flow controls, a weighted loot system, and a full gamepad manager. All plugins are built with safe aliasing and SemVer, so they play nicely together and with your existing setup.

Free to use — name your price.


✅ PICO ToolBox #9 — PICO Text Input

RPG Maker MZ's default name input is a grid of letters you click one at a time. It's slow, it feels dated, and nobody enjoys using it. PICO Text Input replaces it with a real keyboard field — the player just types.

Works on PC, browser, and mobile out of the box. On mobile, the OS keyboard opens automatically and the scene slides up to stay visible. Drop it in and the "Change Name" event command works exactly as before — no events to rewrite.

What it does

  • Replaces the letter-grid with a native keyboard input field
  • Mobile-ready — OS keyboard opens automatically, scene repositions
  • OpenTextInput command — open a text field from any event, result saved to a variable
  • OpenNumberInput command — integer, signed, or decimal input with min/max validation
  • Min/max accept live JS expressions: $gameParty.gold(), $gameVariables.value(3), or () => $gameActors.actor(1).hp
  • Out-of-range values shake the field and show a custom error message
  • Error messages support placeholders: {value}, {min}, {max}, {name}
  • Configurable position per command — pixels or percentage, anchored to center or top-left
  • Character counter with color feedback
  • Allowed characters configurable via regex

Script API

PICO.TextInput.open({ variableId, maxLength, prompt, onConfirm }); 
PICO.TextInput.openNumber({ variableId, numberType, min, max, prompt }); 
PICO.TextInput.current(); // read value while open

Part of the PICO ToolBox series — practical plugins built with safe aliasing and SemVer, designed to work together and stay out of each other's way.

Free to use — name your price.



Updated 3 days ago
StatusReleased
AuthorPico Pico
AI DisclosureAI Assisted, Graphics, Text

Download

Download NowName your own price

Click download now to get access to the following files:

PICO_DebugHUD.zip 3.8 kB
PICO_SetSelfSwitches.zip 2.9 kB
PICO_KeyboardPlus.zip 4 kB
PICO_HorizontalTitleMenu.zip 2.1 kB
PICO_DisableMenu.zip 2.6 kB
PICO_Loot.zip 3.6 kB
PICO_Gamepad.zip 6.9 kB
PICO_InputMapper.zip 4.5 kB
PICO_TextInput_MZ.zip 12 kB

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