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Events Editor

Viewing Events

Toggle event markers from the Events button in the toolbar (or View → Show Events). Events appear as colored markers on the canvas. When you hover your cursor over an event, the status bar at the bottom shows the event’s name. (Pressing V selects the Events layer for editing — it does not toggle marker visibility.)

Creating Events

  • Click the + button in the Events panel.
  • Or, with the Paint (Brush) tool on the Events layer, click an empty cell — a new event is created there with default settings and selected. Double-click it (or any event) to open the editor.

A single-cell preview follows the cursor showing where the event will land.

Tools on the Events Layer

With the Events layer active, only four tools do anything; the rest are greyed out in the toolbar:

  • Paint (Brush)click an empty cell to create an event; click an existing event to select it, then drag to move it.
  • Erase — click an event to delete it, or drag across the map to delete every event you pass over (removed together in a single undo step).
  • Select — box-select events (see below).
  • Pan — move the view.

Double-clicking an event opens the editor; double-clicking does not create events (use the Brush). Fill, Rectangle, and Eyedropper are disabled here — you place one event per cell, not tiles. Switching to the Events layer while one of them is active falls back to the Brush automatically. Brush size has no effect on this layer, and the cursor preview shows a single tile (the first one selected), never a multi-tile group — you create one event at a time. The created event uses default settings regardless of the previewed tile.

Selecting and Moving Events

Pick the Select tool, then on the Events layer:

  • Drag a box to select every event inside it.
  • Ctrl+drag adds events to the selection; Shift+drag removes them.
  • Drag a selected event to move the whole selection together (one undo step). Moves that would leave the map or land on another event are blocked with a notice.
  • Delete removes every selected event at once.
  • Ctrl+D (or Esc) deselects.

Copying Events

With the Events layer active, you can duplicate whole events (all pages and settings) on the map:

  • Right-click an event for Cut, Copy, and Paste (pastes at the cell you clicked).
  • Or use Ctrl+C (copy) and Ctrl+X (cut) on the selected event, then Ctrl+V to paste — no need for the menu.

Pasting with Ctrl+V shows a preview: a ghost of the copied event follows your cursor. Click where you want it to drop the copy; press Escape to cancel. Cut copies the event and then removes it. The pasted event keeps every page, condition, graphic, and command from the original; only its ID and position change.

One event per tile. Two events cannot share a cell — the game treats overlapping events as a single occupant. Pasting onto a tile that already has an event, or dragging an event onto another event, is blocked with a “Tile already has an event” notice. Pick an empty tile (or delete/move the existing event first).

Event Editor Dialog

Double-click an existing event (or select it and click Edit) to open the Event Editor.

The dialog window is resizable — drag its bottom-right corner to make it bigger, which helps when an event has many pages or a long command list.

General

  • Name: The event’s display name.
  • Position: X and Y coordinates, both editable.

Pages

Events can have multiple pages, each with its own conditions, graphic, and command list.

  • Click + to add a page.
  • Click x to remove a page. At least one page is always required.

Conditions

Control when a page becomes active:

  • Switch 1 / Switch 2: Require specific switches to be ON.
  • Variable: Compare a game variable against a value.
  • Self Switch: Check a self switch (A through Z — A–D are the RPG Maker XP standard; E–Z work at runtime in Pokémon Essentials).

Graphic

Set the event’s visual appearance:

  • Character graphic or tile graphic.
  • Row and Col — which cell of the sheet to show. Col is the horizontal frame (1…number of columns). Row is the vertical frame (1…number of rows): rows 1–4 are the standard directions (1 – Down, 2 – Left, 3 – Right, 4 – Up) and any rows beyond that are plain numbers, so a sprite can start on any row of a tall sheet.
  • Sheet Cols / Sheet Rows — the number of columns and rows in the character sheet grid (1 or more each, no upper limit; default 4). Standard RPG Maker XP character sheets are 4x4 (4 directions, 4 animation frames). Change these when using non-standard layouts: a 1x1 single-frame icon, a 3x2 sprite sheet, an 8x8 extended sheet, a long effect strip, and so on. The Col and Row dropdowns adapt to the grid automatically.
  • Opacity and blend mode.

The preview works like the map: Ctrl+scroll to zoom toward the cursor, scroll / Shift+scroll to pan up-down / left-right, and middle-drag or Space+drag to pan (the image always stays in view). Click a cell to pick its Row/Col; the Fit button resets the view. Handy for lining up cells on large or dense sheets.

Autonomous Movement

  • Type: Fixed, Random, Approach, or Custom route.
  • Speed and Frequency sliders to control movement behavior.

Options

Toggle individual flags: Walk Animation, Step Animation, Direction Fix, Through (walk through walls), and Always on Top.

Trigger

Choose what activates the event: Action Button, Player Touch, Event Touch, Autorun, or Parallel Process.

Command List

The command list is where you build the event’s logic. You can add, edit, delete, and reorder commands.

Adding Commands

Click Insert (or press Insert / Enter) to open the Command Picker. The picker organizes commands into three categories:

  1. Message / Flow Control
  2. Scene Control
  3. Actor / Party

A search box at the top filters across all categories.

If you have mods installed that add their own event commands, extra tabs marked with a puzzle icon (🧩1, 🧩2, and so on) appear after the numbered category tabs. Each holds up to 24 mod commands. Pick one just like a built-in command; it edits through its own form (or a script box if the mod didn’t define fields). Under the hood the form just writes a normal Script command, so it runs in-game like any other event script. Mod commands can be added to Favourites just like built-in ones.

Editing Commands

Double-click a command to edit its parameters. Many commands have dedicated typed forms (Show Text, Control Switches, Conditional Branch, and so on). Commands that do not yet have a typed form show a raw JSON editor instead.

Choosing a Graphic (Favourites)

Every graphic picker has a live preview and favourites: the event page Graphic (character sheet), Show Picture, Execute Transition, Change Map Settings (panorama / fog / battleback), the Move Route Change Graphic action, the map Battleback picker, and the fog / panorama / custom layer edit popup in the Layer panel.

  • Folder tree — the list is a file-explorer tree: subfolders (e.g. Graphics/Characters/NPCs/) show as collapsible folders that you click to expand or collapse, with their images nested and indented inside. Folders sort to the top and everything is sorted by name. The folder containing your current graphic is expanded automatically when you open the picker, and the search box still finds any graphic anywhere in the tree — so you can pick and favourite nested graphics directly instead of hunting through Browse.
  • Browse never duplicates — the button can pick any image under your project’s Graphics/ folder. If it’s in another subfolder, the editor stores a relative ../Folder/name reference instead of copying the file in (only an image from outside Graphics/ is copied). The preview updates instantly, and previews you’ve already viewed are cached so flipping between the list and the ★ Favourites tab doesn’t re-load them.
  • Star any graphic — hover a name in the list and click its star to favourite it (filled star = favourited). Favourites are remembered across projects and sessions.
  • Current image always has a star — if the selected image isn’t in the current folder list (you reached it through Browse, or it lives in another folder), it shows up as its own row just under (None), labelled with its folder path — star it from there.
  • Favourites on top — graphics you’ve starred in the current folder jump to the top of the list.
  • ★ Favourites tab — once you have any favourite, a tab appears listing every favourite, no matter which folder it lives in. A favourite from a different folder shows its folder name beside it; pick it and the editor stores the right reference automatically, so you can reuse one favourite across different picker types (including as an event’s character graphic).

The same star works everywhere, so a character you favourite on an event’s page is also pinned the next time you pick a Move Route graphic.

Fog Commands and Multiple Fog Layers

Because a Maker Studio map can have several fog layers (not just the single tileset fog of stock RPG Maker XP), the three fog-related event commands let you pick which fog layer to affect:

  • Change Map Settings (when the type is set to Fog) — pick the fog layer; the form pre-fills with that layer’s current properties (graphic, hue, blend type, zoom, scroll X/Y, follow-camera), which you can then edit. (Opacity is handled by Change Fog Opacity below.)
  • Change Fog Color Tone — pick the fog layer, then set the tone. The Frames field fades the tone in gradually over that many frames (0 = instant).
  • Change Fog Opacity — pick the fog layer, then set the opacity. The Frames field fades the opacity gradually (0 = instant).

The dropdown lists the current map’s fog layers by name. In-game the command changes that specific layer; if it can’t find the layer it falls back to the map’s main fog. These commands only affect fog layers — there are no event commands for panorama or custom layer groups (panoramas are edited in the Layer panel, battlebacks from the Map menu — see Map Management).

Set Move Route

Editing a Set Move Route command opens a route editor: pick the target (This Event, Player, or another event), toggle Repeat / Skip If Cannot Move, and build the list of move actions.

The move-action list edits just like the main command list:

  • Select with a click; Shift+click extends the selection and Ctrl+click adds or removes individual actions — everything below acts on the whole selection.
  • Copy / Cut / Paste with Ctrl+C / Ctrl+X / Ctrl+V — move actions have their own clipboard, so copying them never overwrites copied event commands (and vice versa). Pasted actions land after the selection, always inside the route.
  • Undo / Redo with Ctrl+Z / Ctrl+Y, scoped to the route you are editing.
  • Edit the selected action with Space or Enter (opens its parameter form), Delete removes it, the arrow keys move the selection, and Alt+↑ / Alt+↓ reorder.
  • Drag and drop one action — or a whole multi-selection — to reorder; a line shows where it will land.

Actions that take parameters open their own form, using the same pickers as the rest of the editor instead of raw text:

  • Change Graphic — character graphic file picker (with preview + hue) plus Direction and Pattern.
  • Play SE — SE file picker with volume/pitch and a play-test button.
  • Script — multi-line Ruby code box.
  • Change Speed / Change Freq — labelled dropdowns (Slowest…Fastest, Lowest…Highest), matching RPG Maker XP.
  • Switch ON/OFF, Jump, Wait, Change Opacity, Change Blending — dedicated fields.

Frame actions (Maker Studio)

Below the standard actions is a Frame group that steps or sets which cell of the character sheet the target shows, using the page’s Sheet Cols / Sheet Rows grid (see Graphic). The sheet’s columns are the horizontal frames and its rows are the vertical frames.

  • Next Frame / Previous Frame — move one frame across the row; at the end of a row it wraps to the start of the next row (and the whole sheet wraps around at the very end).
  • Next / Previous Horizontal Frame — move one column, wrapping within the current row only.
  • Next / Previous Vertical Frame — move one row, wrapping within the current column only.
  • Set Frame… — set the column and/or row directly. Each axis has its own checkbox, so you can change just the column, just the row, or both, leaving the other unchanged. Frame numbers are 1-based.

These let you drive a sprite’s animation by hand — e.g. a stepped torch flicker, a portrait that cycles expressions, or a wide pose sheet. Because the frame is set manually, turn the target’s Move Animation and Stop Animation off (Move Animation OFF / Stop Animation OFF actions) so the engine’s automatic walk cycle doesn’t overwrite the frame you set.

The in-editor Test Move Route simulator previews these approximately — only the first four rows render distinctly there. In-game, all rows of the sheet are reachable.

Each move action also appears as its own colored row beneath the Set Move Route command in the main list. To re-edit one, double-click it — or select it and use Edit (Edit button / Space / right-click → Edit). Either jumps straight to that action’s form.

Block Commands

Some commands create paired blocks:

  • Conditional Branch adds a matching Branch End. Tick Add Else Branch in its form to insert an Else section (untick to remove it and its commands).
  • Loop adds a matching Repeat Above.
  • Show Choices builds a full block: a When branch for each choice plus a Choices End. Editing the choices (rename, add, or set the cancel behavior to Branch) updates the When / When Cancel branches automatically, keeping the commands you’ve already put inside each one.

Deleting a block command (or its closing marker) removes the whole block, including every command nested inside it.

Nesting Commands

To put commands inside a block, select the block’s opening line (e.g. the Conditional Branch, a When branch, or the Loop) and Insert — the new command lands indented one level inside. Inserting after a command that’s already inside a block keeps it at that level. There’s no manual indent control; nesting follows where you insert or drop a command.

Keyboard Shortcuts in the Command List

KeyAction
SpaceEdit the selected command
Delete / BackspaceDelete the selected command
Insert / EnterOpen the Command Picker
Ctrl+C / Ctrl+V / Ctrl+XCopy, Paste, or Cut commands
Up / Down arrowsMove the selection
Alt + Up / DownReorder the selected command (or whole block) by one, staying at its current level. To move a command into or out of a branch, drag it (see below) or cut and paste. A whole block (Conditional, Loop, Show Choices, Set Move Route) moves as one unit.

You can also copy and paste between events: copy commands in one event (a block copies with everything inside it), open another event, and paste — the pasted commands keep their nesting.

Copy between two open projects: turn on Edit → Advanced Clipboard → Cross-Project Clipboard in both windows. Copied event commands (and whole events) then ride your system clipboard, so you can copy in one project’s window and paste into another’s. It’s off by default; non-Maker-Studio clipboard text is ignored.

Drag Reorder

You can drag command rows to reorder them. A block (Conditional, Loop, Show Choices, Set Move Route) drags together with everything inside it. As you drag, a blue line snaps to the gap nearest your cursor and shows exactly where the command will land. The command takes the indentation of the line’s position, so:

  • Drop onto an Else (or a When) row → the command goes into that branch.
  • Drop onto a Branch End (or Repeat Above / Choices End) row → the command goes out, below the whole block.
  • Drop the line between two commands → it lands at their level.
  • Drop in the empty space below the list → it goes to the end.

Color Coding

Command rows are colored by category so the list reads like syntax-highlighted code. Categories at a glance:

ColorCategoryCodes
Green (italic)CommentsComment, Comment (cont.)
Cream / off-whiteText & InputShow Text, Input Number, Change Text Options, Button Input
Dimmed text colorConditionalsConditional Branch, Else, Branch End, Show Choices, When [**], When Cancel, Choices End
AmberOther FlowLoop / Repeat Above, Break Loop, Wait, Label, Jump to Label, Exit Event, Erase Event, Call Common Event
PinkVariablesControl Switches, Control Variables, Control Self Switch, Control Timer
Orange (deep)Party / InventoryChange Gold, Items, Weapons, Armor, Party Member
Steel blueMap / ScreenTransfer Player, Set Event Location, Scroll Map, Map Settings, Fog Tone/Opacity, Animation, Transparent, Transitions, Screen Tone/Flash/Shake, Weather
MintMovementSet Move Route, Wait for Move’s Completion
Dim mintMove sub-commandsIndividual move steps under a Set Move Route
PeriwinklePicturesShow / Move / Rotate / Tone / Erase Picture
CyanAudioBGM, BGS, ME, SE (play / fade / stop / memorize / restore)
RedSystemBattle / Shop / Name Input, Abort Battle, Menu / Save / Game Over / Title
YellowActor changesHP, SP, State, Recover, EXP, Level, Parameters, Skills, Equipment, Name, Class, Graphic
TerracottaEnemy changesEnemy HP, SP, State, Recover, Appear, Transform, Battle Animation, Damage, Force Action
Orchid magentaScriptsScript, Script (cont.)
Muted italicEndFinal terminator row of the page

Colors follow the active editor theme — the same hue family in dark and light mode, shifted for readability against each background. Selected rows always render white-on-blue regardless of category.

Known Limitations

  • Multi-line Script commands are not yet split into continuation lines. (Show Text and Comment handle multiple lines automatically.)
  • Removing a choice from the middle of a Show Choices list can shift the commands in the When branches below it (branches are matched by position). Renaming choices or adding new ones at the end is safe.
  • Some commands currently use a raw JSON editor because a typed form is not yet available.