Armorial - Generated Heraldic Epilogues & Character Fates for RPG Maker MZ
A downloadable asset pack
Your game already knows what happened. Switches got flipped, variables went up, someone was spared or wasn’t. Armorial reads that at the end of the game, works out a fate for each person or faction you named, and shows it as an epilogue plate — with a coat of arms it generates from that character’s own deeds.
The arms are not pictures we shipped. There are no image files in this plugin at all. Every shield is composed per character, per playthrough, and drawn as vector geometry at whatever size it is needed — so it is crisp at any resolution and adds nothing to your deployment size.
| Charges — the figure on the shield | 50 |
| Field divisions — the shape of the arc | 10 |
| Tinctures — the tone it is read in | 10 |
| Ordinaries — a broad band across the field | 8 |
| Bordures — how the world regarded them | 8 |
| Distinct achievable devices | 320,000 |
Two players who finish your game do not get the same arms.
COMPATIBILITY — read this first
Tested in the real RPG Maker MZ engine: 28/28 in-engine checks, 26/26 headless tests, 0 console errors.
Armorial touches exactly two core methods and EXTENDS both rather than replacing them — the original is saved and always called:
Scene_Boot.prototype.start— reads its own parameters, then calls the originalGame_System.prototype.initialize— calls the original, then adds one key
It adds one namespaced method (Game_System.prototype.csafArmorial) and one property.
Nothing else in the engine is modified. It does not restyle
Window_Gold, Window_Help, Window_Base or any other window your
game already uses — the epilogue is a scene of its own that draws itself, so installing this
cannot change the look of the rest of your project.
Import order — a tidiness request, not a requirement:
ArmorialCharges.js— the corpus (data only; registers nothing)Armorial.js— the compilerArmorialUI.js— the renderer and the epilogue scene
Load order genuinely does not matter. Every read of the corpus is deferred to
Scene_Boot, so Armorial does not care what loads before or after it.
Honest note on other plugins: because Armorial replaces no core method and restyles no shared window, it has no known conflicts — but that is not the same as “tested with every plugin”, and it has not been tested alongside any specific third-party suite. If you find an interaction, tell us and it will be looked at.
The three things you fill in
Subjects — who gets an epilogue. A party member, a rival, a town, a guild, a god.
Deeds — what the game recorded about them. Each deed watches one switch or variable and carries a tone, a charge group, a weight and a standing. You never choose the picture. The deeds that held decide it: the dominant charge group picks the figure, the dominant tone picks the colour, how many different groups argued for them decides how divided the field is, and standing picks the border.
Fates — the words. The first fate whose condition holds is the one shown.
Conditions, with no script call and no eval
s12 · !s12 · v8>=50 ·
v3==2 · s12 & v8>=50 · s12 | s13 ·
(blank) for a catch-all.
A condition that cannot be parsed is reported in the console at boot and treated as FALSE, never as true — so a typo can never quietly promote a fate over the one you meant. Armorial also warns you by name about any subject with no catch-all fate.
What ships
Three raw, readable, uncompressed JavaScript files — 2,987 lines, 19 parameters, 3 plugin commands. No minification. A compiled armorial is written into the save with a schema version and restored losslessly; an older save that predates the plugin simply compiles fresh when asked.
Also from Core Systems Asset Factory
- Threads — the branching-story flowchart and endings gallery. Threads shows them the map; Armorial shows them what became of everyone.
- Chronicle Core — branching quests, choices, faction reputation and world state: the layer that records the consequences Armorial reads back.
- Sigil Core — the same idea pointed at spells: every skill generates its own animated seal.
Commercial and non-commercial use in RPG Maker MZ projects is permitted. Redistribution of the plugin itself is not. See LICENSE.txt.
| Published | 17 hours ago |
| Status | Released |
| Category | Assets |
| Author | CSAF — Core Systems Asset Factory |
| Tags | Fantasy, Generator, Meaningful Choices, Multiple Endings, Narrative, RPG Maker, RPG Maker MZ, storygame, Story Rich |
| AI Disclosure | AI Assisted, Code, Graphics |
Purchase
In order to download this asset pack you must purchase it at or above the minimum price of $12.99 USD. You will get access to the following files:






Leave a comment
Log in with itch.io to leave a comment.