Skip to content

Database

The Database window gathers your project’s data editors into one tabbed window, like RPG Maker XP. Open it from the Database button on the toolbar or Tools → Database…. Switches, Variables, and Tilesets each have their own tab inside the window.

Tabs:

  • Tilesets, Switches, Variables — the existing managers, embedded right in the window.
  • Common Events — reusable command scripts (see below).
  • Animations — battle/overworld animations (see below).
  • The remaining RPG Maker XP tabs (Actors, Items, …) are shown but disabled for now.

Each editor has its own Apply button. Switching tabs or closing the window while you have unsaved changes asks you to confirm first — and in the Tilesets tab, so does switching to a different tileset. Every save backs up the original .rxdata to a map-backups folder beside it.

Copying, Cutting, and Pasting Records

Right-click a row in Tilesets, Common Events, or Animations to copy or cut the whole record and paste it elsewhere — into another slot in the same project, or (with Edit → Advanced Clipboard → Cross-Project Clipboard on) into another open Maker Studio window:

  • Copy puts the record — every setting it has — on the clipboard.
  • Cut copies it, then removes it. On Common Events and Animations it can’t remove the slot outright (other commands point at these by number), so Cut instead blanks the slot and leaves the numbering untouched. On Tilesets, Cut opens the normal delete confirmation, since dropping a tileset can leave other maps pointing at nothing.
  • Paste (Replace) overwrites the record under your cursor. You’re asked to confirm before a tileset is replaced.
  • Paste as New adds the copied record as a brand-new entry instead of overwriting anything.
  • Duplicate copies the record straight into a fresh slot at the end of the list, in one step — no clipboard involved. Its shortcut is Ctrl+J, the same “Duplicate” key used across the editor (map selection, events, layers, maps, event pages and commands).

One copy can be pasted as many times as you like — copying again replaces what’s on the clipboard. Pasting a tileset carries everything: its graphic, autotile names, panorama/fog/battleback, and its full passage/priority/terrain tag data (see Tileset Editor).

Switches and Variables support the same idea for a single name: right-click an entry for Copy Name / Cut Name / Paste Name / Duplicate Name. Since a switch’s name and a variable’s name are the same kind of thing under the hood, a name copied (or cut, or duplicated) from Switches can be pasted into Variables (and back).

Keyboard shortcuts and undo: click a row to give its list keyboard focus, then Ctrl+C / Ctrl+X / Ctrl+V / Ctrl+J copy, cut, paste, and duplicate the same way as the right-click menu — the exact keys are whatever you’ve bound to Copy/Cut/Paste/Duplicate in Help → Keyboard Shortcuts…. Ctrl+Z / Ctrl+Y undo and redo record-level edits on that list — not just paste/cut/replace/duplicate anymore, but also + Add, Change Maximum…, New Tileset, and deleting a record, including the on-disk Tileset writes: undoing a pasted-in or newly-added tileset writes the old data straight back (or removes the slot it created), and undoing a deleted tileset writes it right back into its old slot. Each list’s undo is independent of every other panel’s — undoing here never touches the map canvas or an open editor’s own undo history.

Common Events

Common events are command lists you can call from anywhere (via Call Common Event) or run automatically.

  1. Pick an event from the list on the left. Use Change Maximum… to add or remove slots.
  2. Set its Name.
  3. Choose a Trigger:
    • None — only runs when another event calls it.
    • Autorun — runs on its own and pauses the game while it runs (until its condition switch turns off).
    • Parallel — runs in the background alongside the game.
  4. For Autorun/Parallel, pick a Condition Switch — the event only runs while that switch is ON.
  5. Build the command list using the same editor as map events (Insert / Edit / Delete / drag to reorder, copy & paste, undo/redo).
  6. Click Apply to save.

You can also copy, cut, paste, and duplicate a whole common event — see Copying, Cutting, and Pasting Records above.

Animations

The Animations editor recreates the RPG Maker XP animation tool, with some extras.

Set up the animation

  1. Select an animation on the left (or Change Maximum… to add slots) and give it a Name.
  2. Click Graphic to choose the spritesheet from Graphics/Animations/ (and an optional hue shift).
  3. Pick a Position (Top / Middle / Bottom / Screen) and the number of Frames.

Edit a frame’s cells

Each frame is made of cells — pieces of the spritesheet placed over the target.

  • Click a cell in the sheet (lower right) to add it; click a cell on the canvas to select it, and drag to move it.
  • With a cell selected, adjust X / Y / Zoom / Angle / Opacity / Blend / Mirror and its Pattern (which sheet image it shows). Use Add / Dup / Del for cells.
  • Step through frames with ◀ / ▶ or the numbered frame strip. Turn on Onion to see the previous frame faintly behind the current one.
  • ▶ Play previews the animation (frames + screen flashes). ↶ / ↷ undo/redo your edits.
  • Keyboard: Ctrl+C / Ctrl+V / Ctrl+X copy/paste/cut cells, Delete removes the selected cell, Ctrl+Z / Ctrl+Y undo/redo.

Frame tools

  • + Frame adds a frame; Paste Last copies the previous frame’s cells into the current one.
  • Copy Frame / Paste Frame / Clear Frame work on the whole current frame.
  • Tweening… smoothly interpolates a range of cells between two frames (pick which frames, which cells, and whether to tween Pattern, Position/Zoom/Angle, and/or Opacity/Blending).
  • Cell Batch… sets chosen values (X, Y, Zoom, Angle, Flip, Opacity, Blending, Pattern) on a range of cells across a range of frames.
  • Entire Slide… slides every cell across a range of frames by a per-frame X/Y amount.

SE and flash timing

In the SE and Flash Timing list (right), Add a timing, then set:

  • Frame it fires on.
  • SE — a sound effect (pick name/volume/pitch).
  • Flash — None / Target / Screen / Hide Target, plus color, alpha, and duration.
  • Condition — None / Hit / Miss (when the timing applies).

Click Apply to save. Your changes are written straight back to Animations.rxdata, so they show up in the game.

You can also copy, cut, paste, and duplicate a whole animation — see Copying, Cutting, and Pasting Records above.