- Joined
- Mar 7, 2015
- Messages
- 23
- Reaction score
- 2
- First Language
- English
- Primarily Uses
- RMMV
I recently came across a website that allows users to cheat by editing save games (http://www.saveeditonline.com/), you can change variables, gold, weapons, items, and a lot more; and this could be problematic for a lot of developers since it's so easy to find (Quite literally, google 'rpg maker mv save editor' and it's the first result).
I came up with an idea to make it harder to pull of the save edit and get away with it but since I have very little java script experience, I can't actually code the plugin.
Alright, so the plugin will pick up when ever someone is saving or loading a save file; when it detects that someone is saving; it acts as normal but drops a copy of the save file somewhere else (say \data for an instance), maybe it'll even change the name of the copy so data snoopers won't find it as easily.
When someone loads a save file, before actually loading, the plugin will compare the save file with it's copy and see if there's any differences, if there are no differences, everything is fine and dandy so it loads the game like normal; but if there is a difference, something will trigger (common event, refusing to load save file, replacing save file with a copy of the copy, exc).
This plugin will make the easiest form of cheating in a rpg maker game more difficult, but even with this I wouldn't call it impossible since it's rudimentary and not the most secure thing in the world, but hey, something is better than nothing.
I came up with an idea to make it harder to pull of the save edit and get away with it but since I have very little java script experience, I can't actually code the plugin.
Alright, so the plugin will pick up when ever someone is saving or loading a save file; when it detects that someone is saving; it acts as normal but drops a copy of the save file somewhere else (say \data for an instance), maybe it'll even change the name of the copy so data snoopers won't find it as easily.
When someone loads a save file, before actually loading, the plugin will compare the save file with it's copy and see if there's any differences, if there are no differences, everything is fine and dandy so it loads the game like normal; but if there is a difference, something will trigger (common event, refusing to load save file, replacing save file with a copy of the copy, exc).
This plugin will make the easiest form of cheating in a rpg maker game more difficult, but even with this I wouldn't call it impossible since it's rudimentary and not the most secure thing in the world, but hey, something is better than nothing.


