Universal Cheat Menu For Rpg Maker Mv Link Jun 2026

For a universal cheat menu in RPG Maker MV , the most effective solution is the RPG-Maker-MV-Cheat-Menu-Plugin by emerladCoder . This tool allows you to bypass standard game constraints in almost any MV-based game without needing to decompile it. Key Features Actor Control : Toggle God Mode for infinite HP/MP, or set enemy HP to 0/1 for instant wins. Resource Editing : Modify gold, experience, and specific stats (Attack, Defense, etc.) on the fly. Inventory Management : Add any item, weapon, or armor available in the game's database. World Hacks : Toggle No Clip to walk through walls, change movement speed, and teleport to specific map coordinates. Technical Tools : Edit game Variables and Switches directly to bypass story triggers or locked doors. Installation Guide You can install this by adding the files directly to your game folder. Download & Extract : Get the plugin files and extract them. Copy Files : Copy the contents of the Cheat_Menu folder into the main game directory (where Game.exe is located). Patch the Game : Run MVPluginPatcher.exe if provided to automatically update the game's plugin list. Alternative (Manual) : Open www/js/plugins.js with a text editor and add this line to the end of the list: {"name":"Cheat_Menu","status":true,"description":"","parameters":{}} . Launch & Use : Open the game and press the [1] key to open the menu. Navigate using the number keys [0-9] or your mouse. Popular Alternatives AkerCheats (Waldorf) : A "plug & play" mod that adds hotkeys for instant gold ( Ctrl+G ), level ups ( Ctrl+E ), and winning battles ( Ctrl+W ). Yanfly Cheat Menu : A modular system for developers to build their own "God Mode" or "Item Spawner" menus into their games. Caution : Using these menus can sometimes break story triggers if you teleport or skip events too early. It is highly recommended to backup your www/js/plugins.js file and your save data before installing. Are you looking to use this on a specific game , or are you a developer wanting to add a cheat menu to your own project? emerladCoder/RPG-Maker-MV-Cheat-Menu-Plugin - GitHub

Universal Cheat Menu for RPG Maker MV Use this ready-to-import script and event content to add a single, reusable in-game "Cheat Menu" providing common debug/cheat functions. Drop the script into a Plugin (or a Common Event) and create a single Common Event that opens a menu. It is designed to be non-destructive and easy to customize. Features

Toggle invulnerability (God Mode) Set/modify HP, MP, Max HP/MP Set party gold Add/remove items, weapons, armors Add/remove states Adjust level / gain exp Teleport to map by ID and coordinates Toggle encounter off/on Give all skills to a selected actor Quick save / quick load (slots) Toggle switches/variables for testing Visible only in playtest or via a secret button combo (configurable)

Installation (quick)

Create a new Plugin (or place code in a Common Event if preferred). Add the Plugin code below (or paste into your plugin file). Create a Common Event named "Cheat Menu" and call it from a keypress or an event. Configure hotkey/visibility in the plugin parameters or call the Common Event from a debug-only switch.

Plugin Script (RPG Maker MV — ES6-style plugin) Copy into a new plugin file (e.g., CheatMenu.js) in your project's js/plugins folder and enable it in Plugin Manager. /*: * @plugindesc Universal Cheat Menu — quick debug/cheat utilities for testing (MV) * @author --- * @help * Call $gameTemp.reserveCommonEvent(CHEAT_COMMON_EVENT_ID) or set up a key to * trigger the common event that runs the menu. Configure CHEAT_COMMON_EVENT_ID below. */

(function(){ var CHEAT_COMMON_EVENT_ID = 1; // ID of Common Event named "Cheat Menu" (change to your event id) var CHEAT_SHOW_ONLY_PLAYTEST = true; // set false to allow in builds universal cheat menu for rpg maker mv

// Utility helpers function actorList(){ return $dataActors.filter(a=>a).map(a=>a.id); } function actorById(id){ return $gameActors.actor(id); } function addItem(id, amount){ $gameParty.gainItem($dataItems[id], amount); } function addWeapon(id, amount){ $gameParty.gainItem($dataWeapons[id], amount); } function addArmor(id, amount){ $gameParty.gainItem($dataArmors[id], amount); } function setGold(amount){ $gameParty._gold = Math.max(0, amount); } function toggleEncounter(flag){ $gamePlayer._encounterCount = flag ? 0 : 999999; } // crude function teleport(mapId, x, y){ SceneManager.push(Scene_Map); $gamePlayer.reserveTransfer(mapId, x, y, 2, 0); }

// Expose a global command runner used by Common Event's script calls window.CheatMenu = { toggleGod: function(actorId){ var a = actorById(actorId||1); if(!a) return; a._cheatGod = !a._cheatGod; if(a._cheatGod){ a._hp = a.mhp; a._mp = a.mmp; } }, setHP: function(actorId, hp){ var a = actorById(actorId||1); if(!a) return; a.setHp(Math.max(0, Math.min(a.mhp, Number(hp)||a.mhp))); }, setMP: function(actorId, mp){ var a = actorById(actorId||1); if(!a) return; a.setMp(Math.max(0, Math.min(a.mmp, Number(mp)||a.mmp))); }, maxAll: function(actorId){ var a = actorById(actorId||1); if(!a) return; a.gainHp(a.mhp - a.hp); a.gainMp(a.mmp - a.mp); }, giveGold: function(amount){ setGold(Number(amount)||9999); }, addItem: function(itemType, id, amount){ id = Number(id)||0; amount = Number(amount)||1; if(itemType==='item') addItem(id, amount); if(itemType==='weapon') addWeapon(id, amount); if(itemType==='armor') addArmor(id, amount); }, addState: function(actorId, stateId){ actorById(actorId||1).addState(Number(stateId)||1); }, removeState: function(actorId, stateId){ actorById(actorId||1).removeState(Number(stateId)||1); }, setLevel: function(actorId, level){ var a = actorById(actorId||1); if(!a) return; a.setLevel(Number(level)||a.level); }, giveAllSkills: function(actorId){ var a = actorById(actorId||1); if(!a) return; $dataSkills.forEach(function(s){ if(s) a.learnSkill(s.id); }); }, teleport: function(mapId, x, y){ teleport(Number(mapId)||1, Number(x)||0, Number(y)||0); }, toggleEncounter: function(off){ toggleEncounter(!!off); }, quickSave: function(slot){ var s = Number(slot)||1; DataManager.saveGame(s); }, quickLoad: function(slot){ var s = Number(slot)||1; DataManager.loadGame(s); }, setSwitch: function(id, val){ $gameSwitches.setValue(Number(id)||1, !!val); }, setVariable: function(id, val){ $gameVariables.setValue(Number(id)||1, Number(val)||0); }, isAllowed: function(){ if(!CHEAT_SHOW_ONLY_PLAYTEST) return true; return Utils.isOptionValid('test'); // allows only in playtest } };

// Hook into battle damage application to implement God mode var _Game_Actor_performDamage = Game_Actor.prototype.performDamage; Game_Actor.prototype.performDamage = function() { if(this._cheatGod) return; // skip damage animation and logic? keep simple: prevent HP change _Game_Actor_performDamage.apply(this, arguments); }; })(); For a universal cheat menu in RPG Maker

Common Event: "Cheat Menu" (example structure) Create a Common Event with choice-based submenus. Use "Script" calls to invoke functions above. Example flow (pseudo-steps for the Common Event editor):

Conditional Branch: Script: "CheatMenu.isAllowed()" — Exit if false. Show Choices: Main menu