[exclusive] - Rpg Maker Mv Cheat Menu Plugin

$gameParty.members().forEach(actor => { actor.addState(11); // assume state 11 is Invincible }); $gamePlayer.makeEncounterCount(); $gamePlayer._encounterCount = 0; // prevents encounters for one step // Or set a switch in Map properties: if cheatSwitch ON, no encounters. One-Hit Kill Overwrite Game_Action.prototype.makeDamageValue temporarily, or add a state with "add state: Death" to all enemies on attack. 8. Saving & Disabling in Release Build You may want to disable the cheat menu in the final game unless a debug flag is on.

Scene_CheatMenu.prototype.initialize = function() { Scene_MenuBase.prototype.initialize.call(this); };

Scene_CheatMenu.prototype.onCommandOk = function() { const index = this._commandWindow.index(); switch (index) { case 0: this.commandGold(); break; case 1: this.commandPartyStats(); break; case 2: this.commandItems(); break; case 3: this.commandTeleport(); break; case 4: this.popScene(); break; } }; rpg maker mv cheat menu plugin

let cheatMenuEnabled = true; SceneManager.onKeyDown = function(event) { if (cheatMenuEnabled && event.key === 'F8') { event.preventDefault(); SceneManager.push(Scene_CheatMenu); } }; Overriding SceneManager.onKeyDown is fine, but you might also use Input system or a common event. 4. Creating a Scene for the Cheat Menu RPG Maker MV scenes inherit from Scene_MenuBase or Scene_Base . Minimal cheat menu scene: function Scene_CheatMenu() { this.initialize.apply(this, arguments); } Scene_CheatMenu.prototype = Object.create(Scene_MenuBase.prototype); Scene_CheatMenu.prototype.constructor = Scene_CheatMenu;

Scene_CheatMenu.prototype.commandGold = function() { $gameParty.gainGold(10000); this.popScene(); }; 5.1 Gold / Currency $gameParty.gainGold(50000); // add gold $gameParty.loseGold(50000); // remove gold 5.2 Party Members $gameParty.addActor(actorId); $gameParty.removeActor(actorId); 5.3 Actor Stats (HP, MP, Level, Parameters) let actor = $gameParty.members()[0]; // leader actor.changeHp(actor.mhp, false); // full HP actor.changeMp(actor.mmp, false); // full MP actor.changeLevel(actor.level + 10, false); // Individual parameters (atk, def, mat, mdf, agi, luk) actor.addParam(2, 50); // +50 attack (paramId: 0=MHP,1=MMP,2=ATK,3=DEF,4=MAT,5=MDF,6=AGI,7=LUK) 5.4 Items / Weapons / Armor $gameParty.gainItem($dataItems[itemId], quantity); $gameParty.gainItem($dataWeapons[weaponId], quantity); $gameParty.gainItem($dataArmors[armorId], quantity); 5.5 Skills actor.learnSkill(skillId); actor.forgetSkill(skillId); 5.6 States actor.addState(stateId); actor.removeState(stateId); 5.7 Switches & Variables $gameSwitches.setValue(switchId, true/false); $gameVariables.setValue(variableId, value); 5.8 Map Teleport $gamePlayer.reserveTransfer(mapId, x, y, direction, fadeType); SceneManager.goto(Scene_Map); 6. Building a Practical UI Instead of simple command windows, you can use number input windows or list selectors . Example: Gold input window Scene_CheatMenu.prototype.commandGold = function() { const amountWindow = new Window_NumberInput(); amountWindow.setRange(0, 9999999); amountWindow.setNumber(1000); amountWindow.setHandler('ok', () => { $gameParty.gainGold(amountWindow.number()); this.popScene(); }); this.addWindow(amountWindow); }; Example: Party member selector Scene_CheatMenu.prototype.commandAddActor = function() { const actorWindow = new Window_ActorSelect(); actorWindow.setHandler('ok', () => { const actorId = actorWindow.actorId(); $gameParty.addActor(actorId); this.popScene(); }); this.addWindow(actorWindow); }; 7. Additional Cheat Features God Mode (invincible) Set a persistent switch or modify damage formulas. $gameParty

const CHEAT_ENABLED = Utils.isOptionValid('debug'); // only in test play // Or use a plugin parameter: /* @param EnableCheatMenu * @type boolean * @default true */ Also, warn the player that using cheats might break balance or achievements. /*: * @plugindesc Simple Cheat Menu - Press F8 * @author You * @help No config needed. */ (function() { const _SceneManager_onKeyDown = SceneManager.onKeyDown; SceneManager.onKeyDown = function(event) { _SceneManager_onKeyDown.call(this, event); if (event.key === 'F8') { event.preventDefault(); SceneManager.push(Scene_CheatMenu); } };

Scene_CheatMenu.prototype.create = function() { Scene_MenuBase.prototype.create.call(this); this.createCommandWindow(); }; Saving & Disabling in Release Build You may

Scene_CheatMenu.prototype.createCommandWindow = function() { const commands = ['Gold', 'Party Stats', 'Items', 'Teleport', 'Exit']; const commandWindow = new Window_Command(commands); commandWindow.setHandler('ok', this.onCommandOk.bind(this)); commandWindow.setHandler('cancel', this.popScene.bind(this)); this.addWindow(commandWindow); this._commandWindow = commandWindow; };