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Footstep Sound - FootstepSound.js

Plugin desc : Footstep Plugin

License : MIT License

Author : Triacontane

Website : https://triacontane.blogspot.com

Desc page : https://github.com/triacontane/RPGMakerMV/tree/mz_master/FootstepSound.js

Download Page : https://raw.githubusercontent.com/munokura/triacontane-MZ-plugins/refs/heads/main/FootstepSound.js

File name : FootstepSound.js

Help of plugin :

@target MZ
@url https://github.com/triacontane/RPGMakerMV/tree/mz_master/FootstepSound.js
@plugindesc Footstep Plugin
@author Triacontane
@license MIT License

@help
English Help Translator: munokura
This is an unofficial English translation of the plugin help,
created to support global RPG Maker users.
Feedback is welcome to improve translation quality
(see: https://github.com/munokura/triacontane-MZ-plugins ).
Original plugin by Triacontane.
Please check the latest official version at:
https://triacontane.blogspot.com
-----

The specified footstep sound effect will be played under the following
circumstances.
Lower numbers indicate higher priority.
1. When boarding an airship
2. When boarding a large ship
3. When boarding a small ship
4. When passing through a specified region
5. When passing through a damage floor
6. When passing through brush
7. When passing through a counter
8. When passing through a ladder
9. When passing through a specified terrain tag
10. Always

If you want lower-priority footsteps to be played first,
delete the higher-priority footstep sound parameter.

Footsteps are only played for players, but
by executing the following from the ”Script” menu under ”Specify Movement
Route,”
footsteps will also be played for events.

Play footsteps: this.setStepSoundFlg(true);
Do not play footsteps: this.setStepSoundFlg(false);

To set unique footstep sounds for each event, specify them as follows:
<FootStep:Absorb1> // Sets the footstep sound to ”Absorb1.”
<Footstep:Absorb1> // Same as above
<FootStep> // Plays the footstep sound set in the parameter.
<Footstep> // Same as above
Setting this memo field enables footsteps by default without running the
script ”this.setStepSoundFlg(true);.”

This plugin requires the base plugin ”PluginCommonBase.js.”
”PluginCommonBase.js” is located in the following folder under the RPG Maker
MZ installation folder:

dlc/BasicResources/plugins/official

Terms of Use:
You may modify and redistribute this plugin without permission, and there are
no restrictions on its use (commercial, R18, etc.).
This plugin is now yours.

@param EventRunningInvalid
@text Disabled during event execution
@desc Disable footsteps during the event. (ON/OFF)
@type boolean
@default false

@param ResetIfStop
@text Stop and reset
@desc If a performance interval is set, it will be reset by standing still. (ON/OFF)
@type boolean
@default false

@param InvalidSwitchId
@text Disabled Switch ID
@desc When the specified switch is ON, the player’s footsteps will be disabled. If not specified, they will always be enabled.
@type switch
@default 0

@param airship
@text Airship Footsteps Set
@desc This is a set of footsteps when boarding an airship.
@type struct<SoundSet>
@default {”interval”:”1”,”walk1”:””,”walk2”:””,”dash1”:””,”dash2”:””}

@param ship
@text Large Ship Footsteps Set
@desc This is a set of footsteps when boarding a large ship.
@type struct<SoundSet>
@default {”interval”:”1”,”walk1”:””,”walk2”:””,”dash1”:””,”dash2”:””}

@param boat
@text Small Boat Footsteps Set
@desc This is a set of footsteps when boarding a small boat.
@type struct<SoundSet>
@default {”interval”:”1”,”walk1”:””,”walk2”:””,”dash1”:””,”dash2”:””}

@param regionList
@text Regional Attribute Footstep Set
@desc A set of footstep sounds that are played when passing through tiles in the specified region.
@type struct<SoundSet>[]
@default []

@param damageFloor
@text Damage Floor Attribute Footstep Set
@desc This is a set of footstep sounds when passing through tiles with damage floor attributes.
@type struct<SoundSet>
@default {”interval”:”1”,”walk1”:””,”walk2”:””,”dash1”:””,”dash2”:””}

@param bush
@text Bush attribute footstep set
@desc This is a set of footstep sounds when passing through bush-type tiles.
@type struct<SoundSet>
@default {”interval”:”1”,”walk1”:””,”walk2”:””,”dash1”:””,”dash2”:””}

@param counter
@text Counter attribute footstep set
@desc This is a set of footstep sounds when passing through a counter attribute tile.
@type struct<SoundSet>
@default {”interval”:”1”,”walk1”:””,”walk2”:””,”dash1”:””,”dash2”:””}

@param ladder
@text Ladder attribute footstep set
@desc This is a set of footstep sounds when passing through ladder-type tiles.
@type struct<SoundSet>
@default {”interval”:”1”,”walk1”:””,”walk2”:””,”dash1”:””,”dash2”:””}

@param terrainTagList
@text Terrain tag footstep set
@desc A set of footstep sounds that are played when passing over tiles with the specified terrain tag.
@type struct<SoundSet>[]
@default []

@param always
@text Normal footstep set
@desc This is the set of footsteps that will be played when no other conditions are met.
@type struct<SoundSet>
@default {”interval”:”1”,”walk1”:””,”walk2”:””,”dash1”:””,”dash2”:””}

@param timing
@text Timing of footsteps
@desc This is the timing at which the footsteps will be played.
@type select
@default step
@option Pattern change (the moment the character’s pattern changes)
@value pattern
@option Increase in number of steps (the moment you start walking)
@value step

@command INVALID_SOUND
@text Footstep Disable
@desc Temporarily disables all footstep sounds.

@command VALID_SOUND
@text Enable footsteps
@desc Re-enable footsteps.

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