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MVPOR_Asset encrypter + decoder

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: POR_Asset encrypter + decoder
  • Original author: Poryg
  • Original date: August 8, 2021
  • Source thread: https://forums.rpgmakerweb.com/threads/por_asset-encrypter-decoder.139381/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMV)

Summary

Plugin that serves to fight pesky resource stealers. Encrypt your game assets if you don't want to be relying on MV's default encryption. The encrypter can be used once and then removed, provided that you use it right before releasing the game. The decoder, however, naturally needs to stay with the game. The algorithm for encryption/decryption is very basic. Simply change values of some bytes. Since Javascript is an open-file language, it makes no sense to make anything overly complex as non-programmers will be discouraged by it and programmers can...

Archived First Post

Plugin that serves to fight pesky resource stealers. Encrypt your game assets if you don't want to be relying on MV's default encryption.
The encrypter can be used once and then removed, provided that you use it right before releasing the game. The decoder, however, naturally needs to stay with the game.
The algorithm for encryption/decryption is very basic. Simply change values of some bytes. Since Javascript is an open-file language, it makes no sense to make anything overly complex as non-programmers will be discouraged by it and programmers can read code.
If you want to implement a custom encryption algorithm, feel free to. Or let me know in the PMs. However, if you want to use some uber mecha advanced ones, I recommend you to also make sure nobody can read the .js files, otherwise it will be pointless.

Compatible with my database encoder/decoder plugins.
Compatible with plugins as long as they properly save audio in audio and images in img
No compatibility guaranteed with plugins that change loading of pictures
No compatibility with plugins that include their own file formats, although compatibility patches for them might not always be difficult
Incompatible with MV's default encryption as I'm using different file formats. No compatibility intended due to pointlessness.


How to use:
1. turn on the plugin
2. launch the game in playtest mode (It will spend a while on black screen, because the plugin is focusing all cpu power on encrypting)
3. deploy the game
4. delete the png, movie and audio files inside your deployed version, leave all the encrypted files inside
5. That's all!

Note: For whatever reason the plugin displays certain incorrect behavior:
- if you change the encryption algorithm, you need to delete all the pngo files, it won't overwrite them. I have no idea why it treats pngo files in a special way, since the instructions for encryption are the same for both the audio and the images, but it does. It works completely fine with audio.

Terms of use:
MIT license

Find it here:
https://github.com/Poryg1/RPG-maker-MV-small-plugins



Even if you're not a programmer, I recommend you that you open the js files in a text editor and change some numbers a bit for basic customization:
There are two customizable variables:
fbx and lbx

The edits need to be done in such a way that:
fbx and lbx must be the same in both files.
lbx must be higher than fbx. f means first, l means last.




Why didn't I do it through plugin parameters?
It'd be more convenient, true. But this way there cannot be a tool that simply fetches these parameters.

Downloads / Referenced Files

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License / Terms Note

Terms of use: MIT license Find it here: https://github.com/Poryg1/RPG-maker-MV-small-plugins

Creator Claims / Removal

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