.rmmzsave · RPG Maker MZ

RPG Maker MZ Save Editor: Edit .rmmzsave Files

Use Savepoint to inspect and edit supported RPG Maker MZ saves. Standard .rmmzsave data is decoded locally, so you can search values and export a copy while keeping your original file.

Open the free save editor

MZ saves and Zlib compression

Standard RPG Maker MZ uses a Zlib-based save container. Savepoint recognizes compressed data stored as a UTF-8 byte string, raw Zlib bytes or a Base64 wrapper, and keeps the detected encoding chain for export.

MV and MZ use different save encodings. An .rmmzsave file is not converted into an MV save by changing its extension. The same applies to migration between games: decoding a file does not make its contents compatible with another game or engine version.

Edit an MZ save in five steps

Start with a normal save created by your game. Savepoint edits the data you supply; it does not generate a new character or save slot.

  1. Exit the game and make a backup of the .rmmzsave file you intend to edit.
  2. Choose the file in the editor and check the detected format before changing anything.
  3. Use search and the field groups to locate an existing stat, gold amount, switch or variable.
  4. Change a small number of known values and review the Changed filter. Undo any uncertain edits.
  5. Download the result, replace the correct slot with the game closed, then reopen it and test the save.

Use Items.json to identify inventory values

An MZ inventory stores item IDs and quantities separately from the names in the game’s database. With your save open, choose Add mapping JSON and select Items.json from that game’s data folder. Use the same game version: matching numeric IDs alone cannot prove that a database belongs to your save.

The editor shows each matched name beside its ID and original path, with the description available to expand. Search by name, description or ID, then edit the existing quantity. Equipment and other references are marked as database IDs so you can distinguish them from quantities.

Add Weapons.json and Armors.json for equipment, or System.json for variable and switch names. Actors, Classes, Skills, States, Enemies and MapInfos databases are also supported for recognized fields. Each mapping stays local, can be removed or replaced, and leaves the save’s encoding and structure unchanged.

Game rules still apply to edited values

The editor checks value types and safe numeric ranges. It does not know every game’s level caps, quest dependencies or plugin rules. Changing experience or a level field alone may not update related stats in the way the game expects.

Strings, booleans and representable numbers can be changed. Null values and protected JsonEx metadata stay untouched. Original downloads preserve the input exactly; edited downloads serialize the data again, so compressed bytes can differ even when the structure remains equivalent.

Encrypted plugins and unsupported MZ saves

Some plugins change the standard storage format, add signatures or encrypt saves. The .rmmzsave extension alone cannot identify those changes. Savepoint cannot promise compatibility with every plugin or repair arbitrary corrupted files.

If import fails, try an unmodified save from the same game to distinguish a damaged file from an unsupported format. If the game rejects an export, restore your backup and retest one known value. Processing runs locally and stops after 12 seconds for files that are too complex.