RMMZ Avoid players cheating by going into files and changing a file.

Lapzil_Spider

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I recently installed this plugin, thanks to some help. https://himeworks.com/2015/12/exp-tables-mv/ (It works with MZ). To use it, you have to make a .cvs file in Data; it's for custom EXP, but I'm wondering if there's a way to avoid people who've downloaded the game going into the data folder and opening the .cvs file, and changing EXP requirements.​
 

Zero_G

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My idea would be to make a simple plugin that runs at game startup that check for that cvs file's redundancy (CRC, Sha1, etc), and if it fails stop the game.

But I don't really thinks it's necessary, if a player took the time to look at the system files to cheat, just let him. But that's a personal opinion.
 
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akoniti

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But I don't really thinks it's necessary, if a player took the time to look to the system files to cheat, just let him. But that's a personal opinion.

I'd agree with that. Why worry? If they figure out a clever way to hack your game, they're likely to talk about it, thus promoting your game and maybe getting you some more players :LZScool:
 

Oddball

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I'd agree with that. Why worry? If they figure out a clever way to hack your game, they're likely to talk about it, thus promoting your game and maybe getting you some more players :LZScool:
on that logic, throwing a roadblock in the way could still help. The person would ber more likley to talk about the story with passion if it was a little tough for them. And if they talk about the story with passion, it's more likley they'll advertise the game without realizing it (cause people would become interested/curious about the game)
 

akoniti

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on that logic, throwing a roadblock in the way could still help. The person would ber more likley to talk about the story with passion if it was a little tough for them. And if they talk about the story with passion, it's more likley they'll advertise the game without realizing it (cause people would become interested/curious about the game)

Well, I mean, in this case they'd already need to identify, understand the significance of, and learn how to use the himeworks plugin. I'd classify that as a respectable roadblock for your average player as it stands.
 

SGHarlekin

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If you do a commercial game, you should encrypt your files either way (And I'm not talking about basic MV encryption because that sucks.). If not, why bother.
 

ShadowDragon

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I made a anti cheat system with events that works well, so it would be
harder to cheat in the game in any way.

however, it wont be 100% bulletproof if you know how to bypass it.
but if you make difficulties, 100% anti cheat is not possible, there are
always players that try to omit one way or another, I hardglitch the game
to see how far I can push it, but I got one game that skips the battle
and the game froze because a cutscene wont play because based on
some turns.

but if they want to cheat, let them, but you can create something if they
level to fast or kill in 1 turn, you can penalty them from cheating.
 

ATT_Turan

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I agree with the above posters. Ultimately, it is impossible to stop a player from cheating if they want to badly enough - they don't even have to open your experience tables, they can use Cheat Engine on the running game to find where their experience is stored in memory and boost it to whatever they want.

Since players can always cheat if they want to, and since it doesn't possibly harm anyone when they do so, why is it worth any time or effort on your part to prevent? Use some basic level of encryption on your game files and let people do what they want with the games they play.

Even professional games typically don't do much, unless it's a multiplayer game where cheating affects other people's enjoyment or the economy.
 

SGHarlekin

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I agree with the above posters. Ultimately, it is impossible to stop a player from cheating if they want to badly enough - they don't even have to open your experience tables, they can use Cheat Engine on the running game to find where their experience is stored in memory and boost it to whatever they want.

Since players can always cheat if they want to, and since it doesn't possibly harm anyone when they do so, why is it worth any time or effort on your part to prevent? Use some basic level of encryption on your game files and let people do what they want with the games they play.

Even professional games typically don't do much, unless it's a multiplayer game where cheating affects other people's enjoyment or the economy.
Exactly. I wouldn't worry about cheating players in an rpg maker game... They don't harm anyone and if they want to do it.. Why stop them. What you should be worry about is someone stealing your work. Especially when you try to go the commercial route. If you have any custom assets and are trying to sell your game, you should think about getting a good encryption. But cheaters? Eh, one of my long time players cheats all the time, and why not? Maybe your player loves your story, but doesn't like the combat very much or whatever. Who are you to stop them from enjoying your game?
 

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