General Tools

  - Date Last Modified: 5/20th/2026

Password for all Archives: "DRLF4"

                  [Link to the folder with the Programs]
                  General Explanation
                  At this point, I'm now more than capable of even making some (relatively small) full programs, with actual UI and stuff! Makes them much more intuitive for user usage, but the UI-having itself is the goal for most of them (as they are made for making certain tasks much more intuitive, not just more automated).



                  - (RPG Maker MV/MZ) Plugin and Parameter Manager (PAPM):
                  Ever got frustrated with the in-editor internal Plugin Manager? It has cool features, but it's annoying to always have to open it in individual windows, have to change each parameter separatedly (which gets more and more cumbersome with list-types and struct-types), all to then have to also save the whole editor project to test them.... What if you could edit plugin parameters, in parallel too?
                  This is where my new, *Standalone*, program, comes in! With this program, you can finally edit the "plugins.js" file of your game project in a much-more-modern and intuitive UI, that allows for a ton of modern features, such as multiple opened tabs (for each plugin whose parameters you want to change). Inspired by Xalvior's plugin "Parallax Studio – Real-Time Parallax Map Editor", I made my own standalone program, strictly to be able to independently edit plugin parameters more intuitively! It even allows for tagging, and creating Internal Folders (only used within the Program) for your plugins, so that you can keep them ordered, without disturbing their loading order (that the functionality of those plugins depends on).
                  Further, for Developers, I even added the possibility to edit a plugin's parameters, or even its Struct block! This may help in plugin development, to automatically adhere to the plugin parameter formats, instead of editing them as plain text within the plugin itself! 





                  [Link to the folder with the Scripts]
                  General Explanation
                  I've gone far. Perhaps too far. Have the morals been appraised, has Science gone too far?... Welp, not like I care lol.
                  I've been using various Script tools previously, for automation of pc chores. In fact, the utilities I made in the "Cheat Methods (more complex)" category are all such Batch scripts! However, recently I've made a few more complex ones, with much stronger use-cases. So, they truly deserved their own dedicated category (that I'm now putting at the top 'cuz I'm proud of them).



                  - Webp-PNG Batch Converter (wpBC):
                  When working with certain PNG assets (for example, for Blog images, or in RPG Maker engines), you may wish to keep them Compressed instead. Webp is that Compressed format; a lot smaller in size, without losing much of the quality. However, it can be a hassle to convert folders with subfolders full of such PNGs, especially for free. 
                  Thus, I wrote Script Batch file "wrappers" that call upon executables from Google Webp toolkit to automate the process of converting between the Webp-PNG formats. You can add them to your "Send To" right-click Context submenu, so that you can easily convert entire folders (with all their subfolders)! (will ignore files that are not PNGs/Webps). Now you can easily convert your entire visual asset setup with just one click! (if you want to share a "Compressed" version of your game, too)

                  Update Asset Paths (UAP):
                  Ever wanted to use Subfolders within your RPGMaker MV/MZ projects, for their Assets? You can innately do this with MZ editor, but for MV, you'll have to use a plugin from me, "Webp and Subfolders in MV commands" (linked from my plugins below), and then open your MV project with the MZ editor (using a MZ project file from any MZ project, and dragging it into your MV project). Or you can use Script calls, since those innately handle subfolder paths for asset names, for both engines (you can use another plugin of mine, "Easier Script Calls", to have Script calls that are easy to use for asset manipulations).
                  However, one problem remains: what if you've already developed your game for a while without subfolders, and only now, want to organize them  in subfolders? Normally, you'd have to go in your Editor and edit each mention of the Assets you've moved to subfolders, to set their new paths. But that can obviously be a pain for so many assets, especially if you're later in your development cycle.
                  Well, NO MORE!
                  With this Script, you can move your assets to whichever subfolders you wish (within their respective asset folders), organize them however you want, then run the Script, and the Script will automatically go through your Data files, check for each asset path, and those that have changed will be automatically updated!
                  This Script also doubles as a checker for missing asset files, since if the asset cannot be found anywhere in its respective folder, it will output a Warning to the Console. Helpful for safety checking, though keep in mind the Script will search for ANY mention of each asset in your Data files, so if you used them in some Event that you're never even calling upon anymore, it will still mention if it's missing.


                  OGG-MP3 Batch Converter (omBC):
                  Another batch converter, works similarly to the WebP-PNG one. Again also useful for Rpg Maker MV/MZ games.


                  - Sugoi-Aided File & Database Translation (SAFT & SADT):
                  I had been wanting to Mod some Japanese MV/MZ games, but the database, as you'd expect, was all in Japanese too. Pretty difficult to understand how things worked in that way, on top of having to understand each Dev's style. I was already able to translate games, at runtime, using MTool, but that one wouldn't actually change the database itself outside of the game running. 
                  And so, I made this 2 utilities. First one is a more general File translator, which can be used as the other batch converter utilities made above, from the "Send To" context menu. The 2nd utility, however, is the one capable of translating an entire MV/MZ database, even with the option of also translating asset names (if no conflicts with plugin options arise). Of course, this is not guaranteed to keep the game functioning post-translation, this is simply to be able to visualize the database of the game much easier for Modding it (and you should keep a backup game, though the utility also creates a backup for the files modified).


                  - Auto Multi-String Replacer (AMSR):
                  Now this batch utility, can be useful for a lot of multi-string replacements, that you may want to repeat, but don't want to set up each time over and over again. Since you can set the string replacements from text files that you can save, you can repeat the replacements whenever needed afterward!





                  [Link to the folder with the Plugins]
                  General Explanation
                  I finally decided to also share, in one place, all the RPG Maker plugins I worked on along my prestigious (Lol) current career in Game Modding and Game Development. Those have been made as the need arose, generally simply modifying existing Plugins to add a few more features I felt feasible to introduce in a reasonable amount of time. Usually, after I made those, I then re-shared them in the Forum posts that contained the original Plugins, when possible. These are also the plugins I still keep around as they are quite useful for what I plan to generally make.  This might help people that also want to create their own Game Projects, or some Mods to existing games (in RPG Maker). 
                  I categorized them into: 
- Modified: those are plugins that I changed directly, and when loaded into your Game Project, you need to replace the original plugin that I modified them from;
- Additions: the plugins that add new features to existing ones, and need to be loaded, in the Game Project, alongside (usually under) the original plugins they add features to;
- Standalones: Inspired by the original plugins, this ones add new features whilst either keeping all the features of the old ones, or being completely separate; This ones also need to be loaded separatedly from the original ones (in the case of GDN, for example, that one also has the features of the original "Iarva Note Files"), much like the Modified ones.
                  Of course, all these modifications are kept public and in view of the original devs of the original plugins. If any such dev wishes me to remove the modified version of their plugins, I will do so without an issue. 




                  - Modified:
           [MV] [Astfgl66] Quick Time Events
                  In this one, I really just wanted to be able to give QTE Tooltips briefly before the QTE would start. It took a bit of fenagling and improvisation, but I managed to make it possible, via a separate script method, similar to the original one, but also with the option to provide a written tooltip to "explain" the following QTE to the player (to prompt them for what keys they should hit etc.)

           [MV] [Mrcopra] Event After Load
                  Very minor change, I just "fused" the 2 versions Mrcopra made (one that would always run the CommonEvent specified on Save Load, the other in which it was conditioned by a specified Switch), to give the option to toggle whether the Plugin requires a specific Switch or not.

           [MV] [Ozu_File] Create and Manipulate Files via script calls
                  In this one, I extended the "file.write" function by making a new function, "file.Dwrite", which can automatically create a New Folder if the path specified does not have the folder mentioned. Not much beside that. 

           [MV] [pEcOsGhOsT] Encounter Effect Disabler
                  This one I modified to such an extent, it might as well be its own plugin. But, in the spirit of the initial developer, I kept it as a Modification on its initial idea. He initially found a few of the methods used by the MV engine to do battle transitions, but even then, he missed 1-2 spots. 
                  Since I wanted Seamless Battle Transitions for my own projects (to use SumRndmDde's "Timed Attack" plugins for QTEs "outside of combat"), I added the possibility to remove each and every effect that a Battle has, to the point of simply looking like you're still On-Map, but using the Battle Interpreter (and thus, being able to use In-battle Skills, functions etc). Took a bit to track down each method in the MV code, but it was clearly doable, and helpful long-term (at least for me).

           * [MV] [Pasunna] Screen Animation
                  Unironically forgot about this one briefly (maybe I forgot about others, too....). In here, I made a few new plugin parameters that allow for global offsets for the 2 functions used in the plugin. I personally needed those since in a previous project I worked for, there was another zoom plugin also used, and this plugin, for its Screen Animations, uses the default zoom values to calculate distances. Therefore, you'd need a global offset to fix the mismatch caused by the other zoom plugin. Of course, it's not perfect, but the option's still there if you need it.

           [VXAce] [MogHunter] Blitz Commands
                  So, this script already was adding quite the cool QTE options for skills. In fact, Ason himself also used this script, modifying it slightly to also allow for a Random option for keys, instead of always having to specify which set key to use for each QTE. 
                  I further expanded this script, by making it possible to have custom sets of Random pools of keys to select from (such as "Arrow_Keys" or "Letter_Keys"). Furthermore, I made it possible to call upon the QTE system via script call, instead of being limited only to skill use (when you use it via script call, it will set the True/False value of a specific global variable, depending on whether the QTE was Succeeded or not). Via the script call, you can also set the specific duration limit of the QTE (not setting it within the script call will defeault to the Duration parameter of the script.




                  Additions:
           [MV] [SumRndmDde] (S) Timed Attack plugins
                  Also for my own needs, and ended up likely being my 2nd most complex MV plugin project to make, after the GDN (Iavra Note Files Standalone). I made 2 big additions, that work for all Timed Attack plugins:
           - The option to modify a Timed Attack's properties via Script function. Before this, you were limited to specifying all of the properties in the Notetags that marked the Skills with Timed Attack functionality. Now, you can dynamically change those properties (except for the type of Timed Attack, that one still has to be set from the Notetags), so that you may even possibly have further randomization aspects to those Timed Attacks. Or, as is in my case, you can much more easily use those as QTEs, by changing their properties to suit the current QTE's needs.
           - The option to change the X&Y offsets of each Timed Attack, individually and globally, and also specify if the Visuals should follow a Sideview format of battles or not. SRD himself made most of the Timed Attacks with Sideview battles in mind, which made them have weird visual positions when in Non-Sideview battles. I adjusted this via Plugin Parameters, then even made new Properties for the Timed Attacks that can provide individual visual offsets, so that you can have individual positions, even if it's a Sideview battle or not!
           - For the Bar (default) TimedAttack, the possibility to set its Angle! (via new property)


           [MV] [Yanfly]
                  Plenty of plugins from this dev, and already a number of them were useful enough to extend them with a few new functionalities:
           - For SkillCore: option to hide/show selectively the MP/TP/HP cost of skills, either via Plugin Paramters or via individual skill notetags. This can be used, in conjunction with custom costs, to show different costs from the standard MP/TP/HP ones (such as Money Cost / other resources etc.)
           - For SkillRewards: adds a skill Notetag that can add a delay on the animation to show for the skill (if it's already-specified conditions have been met). Also, if you have the SkillCooldowns plugin, adds functionality for that one, allowing for Global Cooldown changes to all your skills (instead of just changes on only specific skills)
           - For SkillRewards "EffectCode" section of the plugin parameters: adds some further Percentage-based effects (using the previous additions to the SkillRewards, that use SkillCooldowns plugin functions)
           - For ItemCore: took care of an issue, when you get rid of Independent Items (if you have them enabled) by means other than Shop Buy/Sell (such as using script calls), the item would remain as an initialized entry on your Save, meaning that, in time, such "empty" items could beef up your Saves for no reason. My fix makes it so that, on Saving with my addition plugin enabled, all such "empty" items are properly eliminated, which should shrink your Saves that had this problem, sometimes by huge degrees (depending on how long you played on that Save and got/got rid off Independent Items)
           - For MessageCore: simply makes it possible for your normal line breaks in Message box instructions to still be counted as line breaks even during Word Wrapping. Keep in mind, both them and <br> tag will work during Word Wrapping, with this addition plugin enabled!
           - For X_InBattleStatus: adds a 2nd separate menu, this one for Enemy statuses instead of Player's Party's
           - For BuffStatesCore: added multi-counters per each State, to be able to show more than just 1 Counter per each State (previous uses of Counters still fully compatible). Also added a new AuxVal value (per each State), that is used strictly for background logic, and not shown on the screen. Even more, I also now added new state eval timings, related to HP/MP/TP stat changes, then I added ability to specify State name instead of State ID to all script calls of both the original plugin and this one. Finally, I also added the possibility for a "Next Turn" temporary version of a State, that simply becomes the normal version of the State on the Next Turn, but shows up separatedly in its "Next Turn" temporary version. Also added a few new state eval timings related to said Next Turn feature.
           - For X_StateCategories: added 4 new script calls, that allow for modifying Turn counts of States based on State Categories




           [MV/MZ] [Phoenix Kagedesu] Help in Messages
                  I liked the concept of having Keywords that show tooltips. However, I wanted to add a few more features to it, which I succeeded in doing!
                  First, I added the possibility of setting a key, in the parameters, to Pin the shown tooltip. It will pin it until you hover over another tooltip, then when you hover off of the 2nd one, both will dissapear. You can keep pinning tooltips though, chaining them, and they won't dissapear until you hover on and off a tooltip without pressing the Pin button. I also added setting another custom key, that clears all the currently-showing tooltips, in case for some reason some stick around on the screen more than they should.
                  Finally, I expanded the keyword function to be able to show keyword links on any text possible, including any Window (yes, even the title of the damn game), and even working with text of other plugins, such as Labels from Yanfly Mini Labels plugin. So long as it's text that can be within Window_Base or Window_Message, it will work to show the keyword links! 
                  And yes, this includes THE TOOLTIPS THEMSELVES! You can now nest tooltips, too! (and this is why I made it possible to Pin tooltips, to be able to hover over Keywords from inside of them).

           [MV] [Olivia] State Tooltip Display
                  This is a very cool plugin, too, but I also wanted to make it possible to Pin this plugin's tooltips, much like I did with the previous plugin. So I added this functionality to this plugin, too!

           [MV] [Horst Onager] Field Effects
                  A very cool concept, though originally limited to only one Field Effect at a time on the field. I decided to further expand on everything of this plugin. First, I added "Advanced Fields", which are simply the Fields you can initialize from the parameters of my addition plugin (instead of the original plugin's Fields), which have a few new properties that are used in the next features. 
                  Then, and most notably, I made it possible to have multiple Field Effects at once! Each works independently of one another. In fact, you can actually have multiple instances of the very same Field, each instance also working independently (you can set a cap to this within the Field's properties). I also added a number of new notetags, Plugin Commands and even Script Calls that help managing the Fields, from the Field Array, and their individual Turn Counts. I also added, similar to "YEP_X_StateCategories", categories for the Fields, which are set from the "Notes" new property of each Field, in the same way you would within the "YEP_X_StateCategories" plugin. 
                  Finally, I also wanted to make it easier to Visualize these Fields. Thus, I added a another new Battle Command menu, much like "YEP_X_InBattleStatus", and my addition plugin to that plugin, do it, so that you can see all the currently-active Fields and their description. Those Description are set from the existing Description property of the Fields, and the Description Window is fully compatible with my "More Descriptions with Conditions" original plugin.
                  Further, if you have Olivia's State Tooltips Display plugin (above this one), it adds a Field HUD, too, which can be repositioned on the battle screen, and it shows Field Icons (that can be set within the Icon new property of Fields) that you can hover over to see their Descriptions, much how Olivia's plugin handles it for normal State Effects. And yes, you can Pin those, too, if you have my addition plugin for Olivia's plugin!
                  If you wish for any Field Effect to be "hidden" from the 2 above-mentioned views of active fields, simply leave the Icon property as its default (0), which will keep it hidden from those 2 menus.
                  I even added "Stacks" to each Field effect, which behave exactly like "Counters" do for yanfly's BuffsStates core plugin. In fact, mirroring my addition to that plugin, I also added support for multiple Stacks per each Field, each with its own visual, toggle-able. Each stacks, if enabled, initializes to 1 upon Field creation. I also added an AuxVal, for a value that remains in the background, this one initializes to 0 on Field creation.
                  And finally, I also added Field Categories, reminiscent of how "YEP_X_StateCategories" does it for States. You use a new property called "Note" of each Field to place the proper Category notetags inside. And you also have Plugin commands, notetags, script calls and locals/helpers within the Field Eval timings that work with Categories, too!

           [MV] [SumRndmDde] Battle Popup Customizer
                  Added much-needed script calls, to be able to call up a customizable Popup at any point. I also added support for Text codes (both vanilla MV engine and YEP_MessageCore ones) in the text of those popups, both for the added script calls and even for the original plugin's "text" parameters.

           * [MV] [HimeWorks] Enemy Reinforcements
                  Just added 2 script calls, to be able to count total Enemies in the battle (with the added reinforcements) and just the Reinforcements, then a new plugin command format, to be able to specify the position (on the battle screen) of a given reinforcement to add (so that you don't simply get overlapping enemies on repeat usage of the same reinforcement).




                  Standalones:
           [MV] [Iavra] Note Files (Loading Notetags from external file) 
           (GDN: Global Default Notetags)
                  This one, by far, must've been the longest MV plugin project I worked on, especially since the code used in this was a lot more different than the standardized format I got used to withint Yanfly plugins, or even some of the other plugins floating out there. My idea was already ambitious enough, to inverse the normal function of Iavra's Note Files to make it possible to set "Default" Notetags per all entries of each specific type, instead of just specific entries. Then, also make it compatible with the original Note Files plugin. In that, I ended up failing, frankly still to mysterious reasons, and instead I decided to integrate the original Note Files plugin within my new one, to make a Standalone capable of both. In which I finally succeeded.
                  This is generally useful to have a lot more "group" control over Notetags, from Files outside of the Editor. Reduces the amount of copy-pasting Notetags, and makes it easier to modify them from their source file.




                  - My Creations:
           [VX Ace] Equipment Loadouts 
                  One I made, as with most, whilst working on another project. I was inspired by a Reddit post for a script for item storage. I even added some capabilities for Additive Loading and specifying which actors to affect, as well!

           [MV] Dynamic Branching
                  Another Magnum Opus of mine! Not as big in size or complexity(-ish), but extremely useful nonetheless! Ever wanted events to branch out with the timing decided by the player (in-game), instead of being static and pre-ordained in the instructions of the event page? Now you can! You can allow the player to cause "jumps" in the instructions, upon pressing customizable buttons! Anything from interrupting dialogue, skipping story segments, inserting secrets, possibly improvizing semi-QTEs... anything is possible!

           [MV, MZ (separate Versions)] Skip Movies
                  A quick one, yet pretty damn useful, this adds the easy functionality of skipping Movie files while they are playing. Cool stuff!

           [VX Ace (separate version), MV&MZ] Easier Script Calls
                  For a while, during work on various projects, I had been using some quick script lines I wrote to use script calls for certain Asset modifications, but make them much easier to use. This is especially useful if you wish to order your Asset folders with subfolders, while the in-editor instructions do not allow for selection of subfolders (except MZ, that one added this feature), script calls still can make use of them (by specifying the subfolder path as the Asset name in the script calls).
                  A notable such asset change is the one used to change the picture of the Enemy in a Troop entry, so that you don't need separate Enemy entries just to change the picture of the enemy.
                  I finally decided to pack those together, add the ones missing, and release them as a separate Plugin/Script. Useful for streamlined development, and also used by the "Filling Bar" script I also made.

           [VX Ace] Filling Bar
                  This one I made as part of my work on a project, and I decided to then tidy it up a bit and make it into a proper script. It adds a customizable Filling Bar (gauge), that can be added in the game as an useful UI piece. You can even get multiple individual Filling Bars by cloning the script entry, and changing, in each subsequent script entry, the "filling" keyword to something distinct (eg: "filling1"). 

           [MV/MZ] Webp, MP3 and Subfolders In MV Commands
                  This enables the engine to interpret Webp visual assets, much like it already does for PNG assets. You can set which type to initially check for (and the other remains as a Fallback, allowing you to load files whether they are Webp or PNG).
                  Further, this plugin allows for MV commands set from the editor to be able to have Subfolder name for the assets. Of course, the MV editor doesn't have innate support for Subfolders, like MZ does, but by copying an MZ project's project file in the MV project, you can actually open the MV project with the MZ editor, thus allowing you to use all the MZ editor's features for your MV project, too! With my plugin, using Subfolders in this way won't error your MV project (since MV had an issue parsing the "/" sign for visual assets, which I fixed via this plugin).
                  NEW: Now it adds support for MP3 files, much like it does for Webp files! (with another new parameter to set which should be loaded as a priority).

           [MV] More Descriptions with Conditions
                  This plugin adds a few new features for Description windows, such as:
---- Customize the number of lines to show in the Description window (default: 2)
-- keep in mind, plugins that have their own dedicated Description windows may already have separate Parameters for setting the number of lines to show, you'll have to use their parameters for them (eg: "YEP_X_InBattleStatus", my "JakeMSG_YEP_X_InBattleStatus_Additions" and my "JakeMSG_HO_FieldEffects_Additions" plugins)
---- Set a key in the parameters that can expand the Description window to Fullscreen view, to show big descriptions
-- This feature is fully compatible with ALL plugins that use Description windows, including "YEP_X_InBattleStatus", my "JakeMSG_YEP_X_InBattleStatus_Additions" and my "JakeMSG_HO_FieldEffects_Additions" plugins
---- Notetags between which you can add Extended Descriptions (that gets added at the bottom of the existing description of the entry)
-- Using the Extended Description notetags, you can also add Condition notetags, that evaluate Javascript instructions to return True/False; on returning False, will stop showing the Description from below them onward
- You can also use a "Resume" notetag that starts showing the Description again from below them onward, even if it was previously stopped by a False-returning Condition
-- Added compatibility for "Olivia_StateTooltipDisplay" to be able to add the Condition/Resume notetags in the description notetags for States, too!
#### For Compatibility with each of the above-mentioned other plugins, including "YEP_MessageCore", it's recommended to place this plugin below all of them.

           [MV/MZ] Debuggings
                  A quick one here, simply allows a few debugging options, including logging asset usage to the console, during runtime.






                  General Explanation
                  This one is extremely important. Long story short, applications that don't use the universal system for some of their important code/text (named the Unicode), have to rely instead of the "system" used by your own PC. The "System Locale", to be exact. Normaly, unless you (or your computer) hails from the Nippon lands, or any other fairly foreign area, you'll have the basic English System Locale. All good and well, until you want to play some of those cool Japanese games, at which point, you could have errors, corrupted game, or not even be able to unpack an archive properly. The System Locale can be changed, for your PC, although the steps for this depends on your OS (google "changing System Locale" and your OS to see the proper steps). However, even after setting it to the good ol' Japanese, you could have the reverse problem, in which some applications relying on your basic System Locale now commit Seppuku out of disgrace. I'd know of this, as I've gamed on the Japanese System Locale for a good chunk of my gaming career. There is a nice solution for this....: 

                  - Locale Emulator
                  This being it, the solution. After installing this program, you can set Locale Profiles (like, say, have the 2 relevant ones, the English and Japanese one), and switch them at will, per-application, by Right-clicking the needed program and choosing the proper Context Menu option given by the Locale Emulator. It's best to keep the overal System Locale on the language more relevant for your general activities (for me, it remained Japanese), and use the Locale Emulator as your fix for the programs that remained loyal to the English agenda. 
                  In all fairness, I will mention that, this days, most programs use Unicode, or don't have the same issues, so you might really not have much of a problem simply setting the System Locale to Japanese and then forgetting about it. Still, it's better to be prepared for any eventualities.

                  Archive Unpacking Issue
                  This one can persist, even with the Japanese System Locale. I had the problem on my end, did not even realise it until quite recently. Whenever you unpack files that end up with weird-looking characters, not really part of either the English alphabet or the Japanese alphabets, that's also your problem right there, the "Name Encoding" issue. The easy fix to it: in WinRAR (it's a free program, and a must-have overall), press "CTRL + E" (or go into Options\Name Encoding), then choose the Japanese option from that list. Afterwards, if you wish to stick with that option, you can go pull up those settings again and choose the "Save current" option at the top. The Name Encoding affects browsing and extraction of archives, keep that in mind for what option you choose to keep in general.
  




                  F95zone 
                  Pretty good forum, has threads on a lot of Adult Games, especially Western ones / Translated Japanese ones. Communities are still alive on most threads (of games that are not Abandoned), plenty of help that goes around usually, and all in all a good place to search most games. (It can be considered a Piracy forum at times, but I still value it for the actual help with each game's info and progress, helping me make the Files for them)

                  - ULMF
                  Another big forum, this time for more obscure Japanese titles, or in most cases, those that are not translated as of yet. Still can help, especially with Japanese adult games, although if you find a game with threads in this forum and F95, usually you would find more info and people on the F95 side

                  - Eka's Portal (Aryion)
                  Forum for Vore games, them being usually way more indie than most Adult games (with some notable exceptions of games from bigger productions that also include the Vore fetish). While lots of them lack in Scene quality and in Gameplay, there are quite a few gems there, as well.

                  - Giantess City
                  Forum for mainly Size Difference / Giantess fetishes, though those can often include Vore, as well. To access the forum, you need to Register (and Log In) first.   
  




                  - Resize Enable
                  A very useful small utility program, it can help enable the ability to Resize some program windows that would otherwise be unresize-able. My personal first use of this was for Sex Toy mod programs, which had small windows that did not fully fit their own buttons (and were normally unresizable). 
                  The program might not work on all program windows, but it's still worth trying it out; it's free after all, and pretty lightweight, too.

                 - Lossless Scaling
                  Extremely useful program, especially if you, like me, have a bigger monitor screen, and are playing indie games / RPG Maker games (VX Ace) that give you extremely small windows to play in. Instead of ruining your eyes, I'd recommend getting this program and easily scaling the games to be fullscreen and at high-quality, too! (with minimal weird screen effects). Keep in mind, this program does cost, but it's quite a worth 1-time small enough purchase IMO. Alternatively, you can try to use the "Resize Enable" program described above to manually resize each window to the size of your Screen. 
                  If you decide to use Lossless Scaling, these are the settings I currently use and can recommend (for keeping the same color scheme and with minimal issues):


                  I also recommend setting a Hotkey for the Activation/Deactivation of the Scaling, for easier use in your games. 
  




                  - Cheat Engine
                  Extremely useful lightweight program for cheating all sorts of values in any game, provided you can properly find the values you need. Program comes with its own tutorial, to learn some of the ropes, and if you want to get more in-depth, you can search tutorials on YT on Cheat Engine, plenty of them (helped me out a ton as well).  
         My go-to Table, made with a few features added (found on the internet for the most part) and tweaked by me. I use this Table on most games, and also as a base when I make dedicated tables to certain games. All of the Hotkeys used, and values for most things, are changable within its Lua code, if you know what to do there (I did mark, via comments, what is easily changable)
         It's current features are: 
- Improved Speedhack hotkeys: Hold Tilde ('~') key, in combination with any number from 1 to 9 to set the game speed to be times that number (where possible, most games don't go over x3), or in combination with F1 to decrease speed by 1, F2 to decrease by 0.5, F3 to increase by 0.5 and F4 to increase by 1. 
-  Attach to Process: you can Attach manually to the Foreground Process (the program at the topmost of your desktop, the one you're focusing at that moment on) via pressing Numpad 7+8+9 (needs Numlock on); you can also insert, in the Lua code of the Table, the name of the Process you wish the Table to Auto-attach to (and will attach to that process at any point that process starts), and you can toggle that Auto-attach on/off afterwards by pressing Numpad 0+1+2 
- Address list in New Window (FreeER's Extension): click, at the top, on the "FreeER's Extensions" button, then "Popout Address List", to have the Address List show in a separate window (much easier to view more values at the same time this way)

                  Save Editor Online                   
                  Quick online save editor, for lots of save formats. Includes most RPG types, Renpy, and even Unity. Worthwhile to check when wanting to edit Save Files, but do keep in mind the limit on file uploading for non-supporters of that website (will be timed-out for a few minutes between files)       
           
                  RPGMakerMV Hook Patcher                   
                  Used for MV games (also for MZ; just make, for the duration of the patch, an "www" folder to put what normally for an MV game would be there, then after the patch, pull back out the files from there). Normally used to hook the text of the game for your Translation software of choice, it also has some useful Cheats, such as an in-game cheat menu, text-skipping via CTRL and even included Speedhack (via Alt+<NumberFromOneToNine>), those 3 Hack features show at the end of the choice menu. I recommend first unchecking the "ClipLoggerOnStart" option on the 1st choice menu of the program, especially if you don't intend on actually translating the game with this. This program works only with RPGMakerMV games.         
         * Emerald Cheat Menu Plugin          
         While it is included in the normal Hook Patcher (being the in-game cheat menu), its latest version (adds about 3 new menus in-game) is not included, and personally, I use this one standalone instead (on top of the Hook Patcher's own Cheats)   
                
                  MTool                   
                  An Insane Tool, capable of so much stuff, from just its panel! Not just cheats (that can be enabled as an in-game menu, as well), but also instant-save functions (can save instances of the game, individual from the game's own save system), functions of the editor of the games, and more! It has support for most RPG type-games, and growing, since the developer keeps on updating the tool (the Cheat menu will vary depending on the game type). It's still free, even from its Patreon page, although there are certain perks for its supporters, like easier updating (and yea, almost every time you'll open the tool, another update will be avaliable, but at least it's a fast process overall). It can even translate the games! If you want to support any one guy for general Tools, go to this dude, he actually deserves all the love. 


  


                  - Via the Editors (for RPGMaker games, mostly)
==== 0) You'll need the specific Editor for the game you want to cheat/mod.  
== 0.5) Afterwards, you'll need the project file (the file that comes when you make any new project in any of the editors) for the specific game version.  
==== 1) Put that project file in the game's folder (for MV games, in the "www" folder instead).  
==== 2) With the editor, open the game via that file, and you should get the game in the editor, ready to be modified to your liking (although, considering how this method is basically an improvisation, for MV games onwards you usually don't get any visuals on the map editor, and you'll have to guess via the names instead).  
**** *) This method does involve some know-how, and for more help in editing within the Editor, you'll have to check some tutorials for that (and slowly learn to make your own game, while at it).                    

                  ERDO (Enabling Renpy Developer Options) utility (Made by me)
                  Link to Utility: [HERE]
                  This one integrates and automates the further 2 File-changing Guides for Renpy, in an easy-to-use Batch-powered utility. Works on Windows, have not tested on other Operating Systems. To use, simply paste the 2 files (that comprise the Utility) into the folder of your Renpy game (right next to it's Executable (".exe") file), then run the "(Run this!)" batch file. Choose from that menu. That simple!
                  The utility was made by me, using some quick knowledge on Batch files, CMD, and using the FART (Find and Replace Text) CMD Utility, that you can also find directly on the Developer's Site [Right Here].

                  TSSO (Turn Splash Screens Off) utility (Made by me)
                  Link to Utility: [HERE]
                  Spiritual brother to ERDO, this one's made to quickly, and seamlessly, disable (the script of) Splash Screens (in RPG Maker games). Much like the other one, it's approved on Windows, probably won't work directly on other OSes (without emulation at least). Like before, you place the files in the game folder (next to the ".exe" file), run the Run-able file, and choose the proper option from there.
                  Currently, the only options within it is to remove the RPG Maker MV splash screen (it appears on a number of more-simple MV games) and the Dieselmine circle splash screens. I'll probably add more Options to this tool as I find more Splash Screens more-commonly used (that annoy me enough to automate their removal).
                  This utility, once again, was made by me, using some quick knowledge on Batch files, CMD, and this time using another CMD Utility called "Xchang32", which is part of a pack of Utilities you can find [Right Here]. (I changed from "FART" since it had issues searching for certain custom characters, usually Japanese ones)

                  MLEI (Mod Loader Easy Injector) (Made by me)
                  Link to Utility: [HERE]
                  Another "spiritual brother", this time more to TSSO, now dedicated to injecting a specific plugin (into the "plugin.js" file), and its needed files, in any MV game: MV Mod Loader. Ever made small modifications to an MV game (like I do, quite often), and wanted to be able to quickly insert them without having to annoyingly modify the entirety of the files, or have to version-update your mods each time the main game updates? Fear not, this Mod Loader is the thing for you!
                  It has plenty of features, although they are also mentioned in the Github for it [here]. Additionally, you can also share other files with your mods, not just the "data" or "plugin" files, including new image assets, or just random Text notes (for example, a "readme" for your mod). Only thing to keep in mind is that multiple mods will replace one another if they modify the same data entry, although at the very least you can modify the Mod Order within the game (where you also Enable/Disable Mods). Try it out!

                  VPEI (Various Plugins Easy Injector) (Made by me)
                  Link to Utility: [HERE]
                  Yet a-damn-nother "spiritual brother". Much like MLEI, it's used to inject specific plugins (into the "plugin.js" file), plugins that are also provided in these files. Again, mostly since I wanted to be able to insert them quickly, and hopefully this helps others out too!


                  Universal Renpy Mod
                  Welp, one of these had to exist already, right? This quick Copy&Paste free integration makes it so that you can open a special menu within your renpy games (Alt+M) for a variety of custom options, such as direct access to the Save/Load/Autosave menu (even if the game has disabled it), the option to search for Variable Names / Value Names / Labels (labels being, in essence, "locations" in your renpy game, that the code can "jump" to when requested) and to also remember those found results, basically giving you Cheat-Engine-level of searching for specific values of your Renpy game. It does help a lot in finding your needed variables, without having to scroll through immense Console logs you'd have otherwise used in that search. Further, this integration allows you to see whenever the game provides Choices, how many separate choices there are (and also if there are hidden, locked, ones as well).
                  However, there is still a reason to consider using my ERDO utility... Specifically, the Console-enabling option of it). Although yes, Universal Renpy Mod allows, in its settings, to enable the console with a different hotkey.... But regardless! If you're used to ERDO, you can simply have both of them at once (since they don't conflict), and you get the use of the Standard console alongside the features of the Universal Renpy Mod!

                  - Enable, and use, just the Console Commands (for Renpy games)
==== 1) In the game folder, inside "renpy" folder, then the "common" folder, search for the "00console.rpy" file, then open it via Text editor 
==== 2) Search for "config.console = False" and set it to True instead of False (make sure it's uppercase, it's important); Save the change 
==== 3) Now, ingame, press "Shift+o" (the letter 'o', not the number) 
==== 4) For actual commands, either look up on the forums if they are known, or do some digging yourself; How to dig for more: 
== 4.1) Use this commands first: "dir()" - will give you the list of in scope variables: "globals()" - will give you a dictionary of global variables "locals()" - will give you a dictionary of local variables 
== 4.2) You will get a huge list, and will be incomplete still. To get the full version, use this command: "print(<EITHER_OF_THE_PREVIOUS_THREE>)" - will print the list to the "log.txt" file of the game (used if list is too long to be showed in console) 
== 4.3) Now, even the "log.txt" file won't actually show the complete list, and to make it do so, you'll have to do an erroneous command so that it will show the error (and above it, the actual full list); example of invalid command to use: "say(fku)" 
== 4.4) Now, browse through the list for Variables, and try to modify them yourself via Commands, depending on the type of variable (eg: "<Variable_Name> = 1", "<Variable_Name> = True" etc) 
**** *) This also involves a bit more knowledge, so long as there aren't some easy commands for the game already found by the community.

                  - Enable all Developer Options (for Renpy games)
==== 1) In the game folder, inside "game" folder, search for the "options.rpy" file, then open it via Text editor 
==== 2) On a new line, wherever you wish in the File, paste this: "define config.developer = True"; Save the change
==== 3) The list of all the Developer Hotkeys:
== [Shift + O ] = Console
== [Shift + D ] = Developer Menu
== [Shift + E ] = Opens "script.rpy" file (you'll have to specify a program to open the ".rpy" file)
== [Shift + R ] = Reloading (Current game is saved, then game scripts & game are reloaded (placing you back in the same dialogue)
== [Shift + I ] = Style Inspecting
== [Shift + Y ] = Style Dumping





                  MTool                   
                  As stated previously, extremely good for translation as well, patching the game directly. Will have to have the tool open whenever the game is open for the translation to take effect (when patching any game with the tool, it also makes a shortcut in the game's folder to open the game + the tool, for ease of access). There is a certain translation limit per month, that can be increased with Patreon tiers, however even free, it should be enough for most casual uses (needs only to be translated initally, to then use that translation afterwards). Still, this guy actually deserves huge Love for this awesome, yet not so widely known, tool.
           With the arrival of the File Translation feature of the Sugoi Translator Toolkit, I immediately thought of using it with MTool. MTool has its own Sugoi integration (at one of the Patreon paid tiers), but I wasn't sure how updated it was, compared to the recent Sugoi Toolkit version. Not only that, but by using the TranslatorFile feature of Mtool, you could attempt to make a Manual Translation of that File, so long as you'd be able to have that file be processed by Sugoi...
           The problem, now, comes from keeping the format of the .json file given by MTool. If you directly input it into the Sugoi File Translation, it would easily end up messing with the format of the file, and loading it back into Mtool would either not work, or give erroneous results. However, some Discord users managed to make some Scripts, in which they first take the Mtool-given file, convert it into a Translate-able file by Sugoi (for you to then put into the File Translator), then also allow you to take the Translated file from Sugoi and convert it back into the format for MTool.
           Long story short, follow the instructions I've compiled in the files (including the prerequisite programs, in which order to Run the ".bat" files made by me. I also credited there the Discord users that originally made the scripts themselves. If this helps you... Cool!

                  Translator++                   
                  The translation tool I was using before MTool. Still, pretty good tool to make Translation Patches for RPG-type games (also has support for multiple RPG-types, like RPGMaker and Wolf RPG, just like MTool). Can also be helpful when trying to make manual Translation, since it gives you access to each translated line, which can be manually changed. Can run into some issues, particularly in games using custom scripts, as it can end up auto-translating essential code lines and make the game not work, so it might require some fine-tuning according to the errors the game throws. Also, if the game keeps text in an custom format (eg: some of the [Dieselmine] group's games), it won't be able to reach (and translate) that text. Still, worth using as a base for making manual Translation patches.                  

                  Textractor (+DeepL adaptation)                   
                  (Linked a Tutorial page for setting up, which also contains the links to each part of the setup) Textractor is a program for hooking up VNs primarily (although it can also work on other game types that use specific hooks for their dialogue texts), and quite good at it, even allowing for extensions to be added to it. DeepL, meanwhile, is a pretty accurate translation service, and quite easy to setup with other translators (such as shown in the Tutorial linked). While you still depend on an active internet connection for the DeepL service, the whole setup can help translate VN games with a better quality than the average machine translation. Like with most Translator programs, however, you can choose to use another translation service with it, keeping in mind Textractor uses the computer's Clipboard as the destination of the hooked text. 

                  (Linked the Reddit post with the proper links) A sizable Toolkit with much of everything you'd wish for in terms of Japanese Translation, having the Setups for each option already set up for you to simply use quickly from there. While it also has the options for Visual Novel OCR / Manga OCR and adaptation for DeepL (Impressive already), it also has it's own Offline Model (v2.0), which, according to the creator, boasts potentially higher, or at least on par, quality of translation with high-hitters such as DeepL, and all that while being, of course, Offline. Very impressive stuff, you might get some good mileage out of this. (In case you have an error using the program, follow the instruction in the Youtube description of the video from the link from the Reddit post. Replacing that "node_modules" folder with the one from the description fixed all problems for me at least).

                  - XUnity AutoTranslator (XUAT)                   
                  Translator Patch usable for Unity Games. While it does provide multiple versions of XUAT (depending on your chosen method of patching it into the Unity game), I personally use the Rei Patcher version (standalone executable) for quick Patching of the games. Instructions on how to patch are on its github page (for each of the versions of XUAT, too). The now-patched game will have the japanese text translated as-you-go, and it does it real-time, so you might need to wait  few seconds per each japanese text to see it change into english. It's possible to alter the english patch generated (from the AutoTranslator\Translation" newly-generated folder in the game's folder), and even share it.
           Following the instructions on the Github page, you can get your XUAT to work using your downloaded Sugoi Translator Toolkit, essentially boosting the quality of the translations, whilst still maintaining a fast speed of translation, too!
             
                  Capture2Text (OCR)                   
                  Quick, small, OCR (Optical Character Recognition) program, helps get text from any picture or anything visual on the screen, obvious help as an alternate to the text hooking method employed by other Translator programs. Most usually used in translating Manga/Doujinshi (since they are, essentially, images), still useful to have for a quick snap of some text in an image that cannot be translated by the usual means.

                  - OmegaT                 
                  A detailed, complex, but powerful and efficient Computer-Assisted Translation tool (which is something useful for repeated Translations that create Dictionaries and Glossaries on the PC). This program is usually used by more full-time Translators (as it's benefits are better seen in time). However, it can still be used even by beginners in a small part, by pairing it with MTool, specifically its function to Export the Text to Translate (which exports it in a format readable by OmegaT; at least after also installing the needed plugin: "Okapi Filters Plugin for OmegaT"), then Load back said edited file, after you Manually Translated the file. Of course, you could also Translate that ".json" file yourself, with a Text Editor and another Translator. Might help if you end up having to translate a game's text with MTool that goes over the alloted size limit for your Patreon Tier. Still, prepare for the annoyance of Pseudo-Manually Translating the game. Or, you know, just get into actually making a full Translation Patch this way, while you're at it! (Definitely on the Expert side of things)

 



                  Berti's Stash O' Tools                    
                  A quick pack of several Decrypter tools for many types of game files. Explained in the pack's thread as well, but I'll point out the tools that I personally usually use (you're free to play around with the others as well):          
         * All decrypter (RPG Maker XP/VX/VXAce)          
         Run-able executable. Select the game's data archive file (".rgssXX" file), select what files to extract (usually, you'll go with All of them), and the extracted files will show up in an adjacent "Extract" folder. Now you can delete the initial data archive file, and drag this files into the game folder (you can test, it should work the same).         
         * EnigmaVBUnpacker (RPG Maker MV)          
         Used to Unpack MV games that show up only as an executable file (packed with Enigma Virtual Box), instead of a whole game folder.  If you want an even newer version (and also another unpacker for MV games, for the Molebox Launcher), link to the dedicated website would be [This One].





                  JoiPlay (for Android; RPGMaker + Renpy + Flash emulation)                   
                  Best solution to play those types of games on the phone! You simply get the needed games (their normal files) on the phone, and use the Emulator to select said games (either through the Emulator itself, or through your own File Explorer, by opening the needed ".exe"/".ph"/".html" files with JoiPlay), to then add them as entries within the Emulator. The base Apk has support for most RPGMaker games (it will prompt you, for VX and VX Ace games, to download their RTPs on your phone; then, select said RTPs, and they will be saved into the Emulator), while the "plugin" secondary apks it has give support for MV games, Renpy games, and as of recently, even Flash games (if you still have some of those). It's in active development on their Patreon (that I linked above), check it from time to time to get the updated apks and simply run said new apks to update your current Emulator and its plugins.
                  In-function, it does boast quite a number of features. For each game entry, you can, if needed, Decrypt/Encrypt their files (useful for RPGMaker games), unpack/pack their Scripts (where relevant), and a few more miscelaneous functions like this. You can also set up the Settings for either the whole Emulator, or for each individual game entry you have in it (considering that the settings include the GUI aspect and the Button setup, it's useful for some games to have unique ones). In-games, you can open the lower-screen panel for the actual buttons (or close it, if the game supports selecting its options directly, such as for Renpy or RPGMaker MV games). The upper-screen panel holds more game-related options, such as Speedhack (just one custom speed, but adjustable in the settings), Closing/Reloading the game, and Cheats (specific to the type of game; eg.: for Renpy games, it will try to take you to the Developer Options, and, for MV games, it will give you a cheat menu similar to (if not exactly the) Emerald Cheat menu Plugin).
                  The Emulator, much like all emulators, is not perfect just yet (also part of the reason while it's still gets updates. Some games might have issues running, or some of their features might be bugged / non-functional (higher chance for games that have mechanics/scripts that stray further from the basic features of the type of games they are). While you can also check the Compatibility List found in the Emulator, best way to check is to try it out yourself for your desired games, and see how far you get. I recommend prepping proper saves for your games from the PC, so that you can play on the phone directly from the parts you wish to (or circumvent the parts of the game that currently would not work in the emulator). 
                  Even for games that have dedicated Android versions, you might wish to look into playing their PC versions through the Emulator, particularly for games with Modding capabilities, as rarely are said Mods usable through the normal Android versions (one such example would be Monster Girl Dreams, with an active Mod community; would be a shame to miss out on said mods on the phone)







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