RPG Maker MZ - Multiplayer Integration Plugin
A downloadable plugin
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If you have any questions, bug reports, feature suggestions, or run into any problems while using this plugin, please don't hesitate to contact me.
I'm also available for custom RPG Maker plugin development. Whether you need a completely new plugin, modifications to an existing one, compatibility fixes, or help implementing a unique gameplay system, I'd be happy to discuss your project.
📧 Contact: rpgmakerplugins@protonmail.com
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LAN Multiplayer for RPG Maker MZ
Drop-in local co-op for your MZ game. One player hosts from their own machine and everyone else on the same Wi-Fi or Ethernet network joins automatically — no IP addresses to type and no external server to run. You'll see each other's characters walking around on shared maps in real time.
Features
- Automatic host discovery over the local network — players just pick "Join."
- Live position and character-sprite sync between everyone on the same map.
- Zero dependencies: uses only what already ships inside RPG Maker MZ.
- Plugin commands for Host / Join / Disconnect, or an auto-start option.
- Simple, commented, developer-friendly code you can extend.
Requirements
- RPG Maker MZ.
- Desktop play only (Playtest or a Windows/macOS deployment). A web/mobile export can't use it.
- All players on the same local network.
Getting started
- Put
LanMultiplayer.jsin yourjs/plugins/folder and enable it. - Host runs the "Start Hosting" plugin command; everyone else runs "Find & Join Game."
- Walk onto the same map — you'll see each other.
Full instructions are in the included readme.txt.
FAQ
Does this work over the internet? No — it's designed for a shared local network (same router or switch), like a LAN party or people in the same house. Online play needs a relay server and a different architecture.
Do players have to type an IP address? No. The host announces itself on the network and clients find it automatically.
Does it work in a browser or on mobile? No. It relies on desktop networking that only exists in the Playtest window and Windows/macOS builds. On a web/mobile export the plugin safely does nothing.
Nobody can find the host — what's wrong? Almost always one of two things: (1) you're on guest Wi-Fi or a router with "AP/client isolation," which blocks the discovery broadcast — use a normal home network or wired switch; or (2) the OS firewall is blocking the game — allow it when Windows prompts on first host.
Does it sync events, chests, battles, or switches?
Not on its own. It syncs where players are and what they look like. RPG Maker's event and battle systems are built for single-player, so syncing those is a larger project — but the plugin exposes a message channel (Lan.sendMessage) so developers can add chat, emotes, or shared switches themselves.
Can I use it in a commercial game? Yes, commercial and non-commercial. Credit is appreciated but not required.
How many players can join? There's no hard cap in the code, but it's intended for small co-op groups. Very large counts would need optimization of the update rate.
| Published | 1 day ago |
| Status | Released |
| Category | Tool |
| Author | RPG_Maker_Plugins |
| Tags | Co-op, javascript, lan, Local multiplayer, Multiplayer, plugin, RPG Maker, RPG Maker MZ |
| Average session | A few seconds |
| Multiplayer | Local multiplayer |
| AI Disclosure | AI Assisted, Code |
Download
Click download now to get access to the following files:

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