TyranoScript Save Editor
- .sav
Edit TyranoScript and TyranoBuilder .sav files online. Change flags, variables, affection and route progress in a searchable tree — no install needed.
TyranoScript and TyranoBuilder visual novels store their entire state — flags, counters, route variables — in a .sav file. Upload it and edit those values directly in the browser.
How to edit a TyranoScript save
- Upload the .sav file from the game save folder.
- Search for the flag or counter you want — variable names set by the script are visible in the tree.
- Change the value and confirm.
- Download the save and put it back where you found it.
What you can change
- Story flags and custom variables the script sets
- Affection and route counters
- Chapter and scene progress
- Unlocked gallery and CG entries
Where the saves are stored
Desktop builds usually keep saves in a "savedata" folder inside the game directory. Browser builds keep them in the browser local storage instead of on disk, so there is no file to upload unless the game offers an export.
What the format actually is
TyranoScript keeps the game state as JSON inside the .sav file — the variable table the script has been writing to during your playthrough. Because it is structured data rather than a binary blob, the whole state is browsable and every value is editable in place.
Questions
Where are the story flags in a Tyrano save?
TyranoScript stores story state in variables the script declares. Permanent ones are usually prefixed f. and system-wide ones sf. — those prefixes are a good thing to search for when you are looking for the value that drives a route.
Does it work with TyranoBuilder games?
Yes — TyranoBuilder projects are TyranoScript underneath, so their saves use the same format and open the same way.
My file is .sav but from another engine — will it still open?
Several engines use .sav, so the extension alone means nothing. The file is identified by its contents, and if it turns out to be a different engine it is routed to the right parser automatically.