Quick answer: Capture JavaScript errors from your RPG Maker game and the list of active plugins, since modern RPG Maker runs on JavaScript and plugins, both yours and third-party, are the main crash source. The plugin context is what lets you identify which plugin or conflict caused a crash, distinguishing it from your own events.
Modern RPG Maker games run on JavaScript, packaged for desktop or run in the browser, and their defining characteristic for crash reporting is plugins: RPG Maker games lean heavily on plugins, both official and third-party, for everything beyond the basics, and plugin bugs and conflicts are the dominant crash source. A script error from a plugin, a conflict between two plugins, an event command that hits a plugin bug, these are the crashes RPG Maker developers face. Setting up crash reporting for an RPG Maker game means capturing the JavaScript errors and the active plugins, so you can identify which plugin caused a crash.
RPG Maker runs on JavaScript and plugins
Modern RPG Maker games are JavaScript applications, your game data and events interpreted by the RPG Maker runtime, packaged for desktop with a runtime like NW.js or run directly in the browser. This means an RPG Maker crash is a JavaScript error, surfacing with a JavaScript stack trace, which you capture as you would for any JavaScript game.
The defining feature, though, is plugins. RPG Maker games rely heavily on plugins, small JavaScript extensions, both the official ones and a vast ecosystem of third-party plugins, for everything beyond the engine basics, and these plugins are where most RPG Maker crashes originate. A plugin with a bug, two plugins that conflict, a plugin used in an unexpected way, all produce JavaScript errors that crash the game, and because games often use many plugins, identifying which plugin caused a crash is the central challenge of RPG Maker crash reporting.
Capture JavaScript errors
Capture RPG Maker crashes by hooking the JavaScript error handling, the global error and unhandled rejection handlers, so a JavaScript error that would crash the game or land silently in the console is captured with its message, stack trace, and source. For packaged games, this works within the runtime, and for browser builds, it is the standard web error capture.
The stack trace is the key to identifying the source, since it shows where in the JavaScript the error occurred, and for an RPG Maker game, that is often inside a plugin code, which the trace reveals by the plugin file or namespace in the stack. Capture the full error and stack trace so you can see whether the crash occurred in the RPG Maker core, in your own events, or in a plugin, which is the first step to identifying a plugin-caused crash. This JavaScript error capture is the foundation, providing the stack trace that points at the responsible code.
Capture the active plugins
The distinctive and essential context for an RPG Maker crash is the list of active plugins, since the crash is most likely in a plugin and identifying which one requires knowing what plugins are loaded. Capture the active plugin list with every crash, the plugins and ideally their versions, so when a crash occurs you can see what plugins were in play and correlate the crash with them.
The plugin list, combined with the stack trace that points into a plugin code, lets you identify the responsible plugin: a crash whose trace points into a particular plugin, present in the plugin list, is that plugin bug. And a crash that appears only with certain plugins active suggests a conflict between them. Capturing the active plugins is what makes RPG Maker crashes attributable, turning a JavaScript error into a specific finding that a particular plugin or plugin combination caused the crash, which is essential given that plugins are the dominant crash source.
Identify plugin conflicts
A particularly tricky RPG Maker crash is the plugin conflict, where two plugins individually work but conflict when used together, perhaps both modifying the same engine function in incompatible ways, producing a crash that neither plugin causes alone. These conflicts are common because RPG Maker plugins patch the engine, and multiple plugins patching the same thing can collide.
Capturing the active plugin list is what lets you identify conflicts, since a crash that occurs only with a specific combination of plugins, and not with either alone, points at a conflict between them. When you see a crash correlating with two plugins both present, and the trace involving the engine function they both modify, you have found a conflict. Plugin load order can also matter for conflicts, so capturing it helps. Identifying plugin conflicts through the captured plugin list and the crash pattern is key, since these conflicts are a frequent and frustrating RPG Maker crash that no single plugin explains.
Setting it up with Bugnet
Bugnet captures JavaScript errors from your RPG Maker game by hooking the error handlers, with the stack trace and, through custom fields, the active plugin list and load order. Reports flow into one dashboard where you can see whether a crash is in the core, your events, or a plugin, and which plugins were active, making plugin-caused crashes and conflicts identifiable.
Group identical errors into occurrence counts, and use the plugin context to see which plugins cause the most crashes, building a picture of which of your dependencies are reliable and which are not. Because RPG Maker crashes are dominated by plugins, the captured plugin list is what makes them attributable, letting you identify the responsible plugin or conflict and decide whether to update it, replace it, or work around its bug, which is exactly the plugin-management decision that RPG Maker crash reporting supports.
Manage your plugins carefully
Since plugins are the dominant crash source, managing them carefully is the best prevention. Use well-maintained plugins from reliable sources where you can, since an abandoned or buggy plugin becomes a crash source embedded in your game, and test new plugins before depending on them, much as you would vet any third-party dependency. Your captured crash data, attributing crashes to plugins, tells you which plugins are causing trouble.
When a plugin causes crashes, the captured attribution lets you decide: update it if a fix exists, work around its bug in your events, or replace it, and when two plugins conflict, you may need to drop one or find compatible alternatives. Managing your plugins carefully, vetting them before adoption and using the crash attribution to identify and address the problematic ones, is how you keep an RPG Maker game stable, since the plugins that give RPG Maker its power are also the source of most of its crashes, and the captured plugin context is what lets you manage that risk.
RPG Maker crashes are mostly plugin crashes. Capture the error trace and the active plugins to find which one broke.