This way if anything crashes the game, you don't lose your progress! Trial and error is the key to learning software like this, especially when all games are different. If you're learning, it's always best to have a second save file to manipulate and leave your main save untouched. I found it more advantageous to uncheck both (Or at least the variables one) and do a specific search by typing in the full name of what I'm looking for, then comparing stats to my in game situation to the value column to find the one I was looking for. Its pretty simple to use, find your save file then drag & drop on the website & edit what you want. Re: A save editor for RPG Maker Ive added half-assed support for editing variables. The check boxes at the top hide those specific types of values when checked. If you can't find your target, try a different name for it. The list can be daunting, so the search box in the top right below the Load and Apply buttons is your best friend. It spared me a lot of time, which I'm grateful for. Most have replied there is no such feature. Felt like there should be an obvious way to create variable and switches rather than through events editor. it's silly to add if they can't use.) this is also an instant effectĭescription: The process was terminated due to an unhandled exception.Įxception Info: System.NotSupportedExceptionĪt RpgMakerSaveEdit.Vx.RbReader.ReadEntry()Īt RpgMakerSaveEdit.Vx.RbReader.ReadArray()Īt RpgMakerSaveEdit.Vx.RbReader.ReadObject()Īt RpgMakerSaveEdit.Vx.RbReader.ReadHash()Īt RpgMakerSaveEdit.Vx.RbReader.ReadFile()Īt RpgMakerSaveEdit.Vx.VxAceSavedGame.Create(RpgMakerSaveEdit.IFile)Īt (RpgMakerSaveEdit.IFile)Īt (RpgMakerSaveEdit.IFile)Īt (System.Object, )Īt ()Īt _1_0(System.Object)Īt .InternalRealCall(System.Delegate, System.Object, Int32)Īt .Tr圜atchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate)Īt .InvokeImpl()Īt (,, System.Object, Boolean)Īt (,, System.Object, Boolean)Īt (,, System.Object)Īt MS.(MS.Internal.CulturePreservingExecutionContext,, System.Object)Īt .Invoke()Īt .ProcessQueue()Īt .WndProcHook(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)Īt MS.(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)Īt MS.(System.Object)Īt .LegacyInvokeImpl(, System.TimeSpan, System.Delegate, System.Object, Int32)Īt MS.(IntPtr, Int32, IntPtr, IntPtr)Īt MS.( ByRef)Īt .PushFrameImpl()Īt (System.Object)Īt ( thoroughly appreciate this release! Its rather simple to learn, and has a massive usefulness for accelerating game-play via stats and currency manipulation. Was talking about creating new switches and variables while editing game. (tho just as a side note please take note of which npc's actually have mp first. It uses Node.js for the backend and Electron for the GUI, which means you can interact with it using npm. It currently supports save files written by RPG Maker MZ (.rmmzsave), but support for other versions of RPGMaker is planned for the future. Lets hope someone sees this thread and decides to. This is a tool for editing RPGMaker save files. Youll have to rely on an experienced scripter for this. Soo does anybody now why i cant see all switches or knows an alternative SaveGame editor I am actually a developer, so i can code and understand techincal stuff. But it changed the center for the camera permanently. For another Game i started, i wanted to play with the switches, but the editor only shows 464 switches for some reason, altough the Game has 640 switches (info from Developer). Stats = Bonus Stats these are stats that are not dictated by level, items or events will generally effect these values but as a rule of thumb I generally say 1-999 for value range (some games can go higher) I generally go with 500 for each this generally seems to work for me. I made it so that theres a plugin parameter where you can enter a variable Id and just change the value of that variable in-game to change the shift. but basically input the amount of exp, go into a fight, win fight = quick levels. As far as I know, RPG Maker works off of a list of variables and flags, so itd be one of those, either a variable with three possible settings or two, possibly three flags. those variables are mostly to create the scene, remove those, and it will break the plugin. Gold=Primary currency can be named what ever in game but is Gold by default in core, click the numeric value adjust to what you feel is the right amount will instantly be available in save.Įxperience = amount of experience, each game has a unique experience curve, I personally do not play around with experience because some game makers put in traps either by purpose or by mistake when you level up too quickly or too much before a certain point, especially games with fixed amount of battles and exp. those variables cant be changed directly unless you modified it. This is a tool for editing RPGMaker save files.
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