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. Every save backs up the original
.rxdatato amap-backupsfolder beside it.
Common Events
Common events are command lists you can call from anywhere (via Call Common Event) or run automatically.
- Pick an event from the list on the left. Use Change Maximum… to add or remove slots.
- Set its Name.
- 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.
- For Autorun/Parallel, pick a Condition Switch — the event only runs while that switch is ON.
- Build the command list using the same editor as map events (Insert / Edit / Delete / drag to reorder, copy & paste, undo/redo).
- Click Apply to save.
Animations
The Animations editor recreates the RPG Maker XP animation tool, with some extras.
Set up the animation
- Select an animation on the left (or Change Maximum… to add slots) and give it a Name.
- Click Graphic to choose the spritesheet from
Graphics/Animations/(and an optional hue shift). - 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.