Yes, the RTP don't have them as is, but the 4 layers and transparent autotiles make really pretty water setups possible that are a lot of fuzz to make in VX - MV, allow you to use rounded cliffs a lot more easily and so on. Given how much time I spend on mapping and creating locations, that is a massive factor, and it gets me to the maps I want faster than with parallaxing and with a lot less fuss when setting up tiles (having to make specific tiles where something is already on a table as I do not have enough layers etc.). MZ brought - for me - the option to make pretty maps without too much stress and having to parallax. I personally would value the 4 mapping layers over the range of plugins, especially for what I am doing with the engine. Though it depends on what you are planning to do. RPGVXAce and RPGMV are very similar to one another, with the latter being a big technical shift from Ruby to JS. RPG2003, XP and VX are messengers of damnation, especially RPG2003 is a thing for nostalgists and experts only. RPG2000 is the most perfectly rounded, well thought out product, but also nothing too special at all. Of course, nobody knows for sure yet how it will be. If you still have some time to wait and the following sounds interesting to you, there's a new spinoff-product said to release this year (RPG Maker Unite) that will run as a big plugin inside Unity. So my suggestion obviously is RPGMZ all the way, even more if it ever would get the better autotiles-format back (from 2000/XP), that's one of very few last things missing. I'm never making up advice based on how much material or effort-skipping code free to copy is out there. Honestly though I'm not using it myself, there are no reasons to not just recommend RPGMZ (based on its current state of (updated) features) to newcomers if what you wanna start developing games with is gonna have to be a product of this software-series.
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