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. Overlapping event graphics draw back-to-front by depth, with event ID as the tie-breaker. 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.
If you cancel the editor of an event you just created (press Esc, close the window, or discard your changes), the event is removed again — cancelling never leaves an empty event behind. Once you press OK or Apply, the event stays — and creating it counts as one undo step, so a single Ctrl+Z takes the new event away again, whatever you filled in before pressing OK.
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, command, and custom name from the original. A default name such as EV001 is replaced with the new ID’s default name; every other name is copied exactly, even when another event already has that name. The first paste after Cut keeps the original name; later pastes use the same rule.
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
The command list keeps script indentation visible. Long command labels stay truncated until hovered, then scroll to reveal their full text. Command-list shortcuts remain available after using the toolbar or clicking empty space.
Double-click an existing event (or select it and click Edit) to open the Event Editor.
When inserting a new Show Choices command before another one, the new command gets its own When/End block. The existing block and any commands between them stay unchanged; cancelling the new command removes only its provisional block.
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.
At the bottom: OK saves your changes and closes the editor, Apply saves them and leaves it open (handy for testing a long event in steps), and Cancel discards them — if there is anything unsaved, you are asked first.
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.
- Right-click a page tab for Copy Page / Cut Page / Paste Page, above Clone Page / Delete Page. Unlike Clone (which duplicates a page within the same event), Copy/Cut/Paste works across events — copy a page from one event, open a different event, and paste it in as a new page. With Edit → Advanced Clipboard → Cross-Project Clipboard on, it also works between two open Maker Studio windows. Pasting always adds a new page after the tab you right-clicked; it never overwrites the page under your cursor. Cut copies the page and then removes it (blocked if it’s the last page, same as Delete).
- Click a page tab to give the tab strip keyboard focus, then Ctrl+C / Ctrl+X / Ctrl+V copy/cut/paste a page the same way, Ctrl+J clones it (same as right-click → Clone Page), and Ctrl+Z / Ctrl+Y undo/redo those page edits — a separate undo history from the command list below, so undoing a page paste never also undoes a command edit (or vice versa). Adding, deleting, and cloning a page — including with the + / × tab buttons, not just the shortcuts — are all part of this same undo history now.
Conditions
Control when a page becomes active. Every check you tick must pass — they are ANDed together, and the topmost page whose conditions all pass is the one that runs.
- Switch 1 / Switch 2: Require specific switches to be ON or OFF — the dropdown after the switch name picks which.
- 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), again ON or OFF.
Switch and variable pickers remember the last entry you used or renamed in the current project and preselect it the next time they open. ↑ / ↓ moves through the filtered list.
OFF needs the MakerStudio plugin installed in your game (Tools -> Integration). Vanilla RPG Maker XP can only ask for ON, so without the plugin the game reads an OFF check as a plain ON check — the page turns on exactly when you meant it to turn off. The built-in Game Simulator always honours it.
Advanced Conditions
Those four checks are everything the vanilla editor offers: two switches, one variable, one self switch, all ANDed. Advanced Conditions — the collapsible section at the bottom of Conditions — lifts that ceiling with a condition tree: as many checks as you want, mixed AND / OR, nested in groups. Boss defeated or cheat switch on. Any one of five NPCs talked to. Rival beaten and not (badge 3 or debug mode).
Expand the section and add rows:
- Switch — a switch, ON or OFF.
- Variable — a variable, ≥ or < a value.
- Self Switch — a self switch letter, ON or OFF.
- Group — a nested block with its own joiner, up to 4 levels deep.
Every group carries its own joiner in a dropdown: Match ALL of these (AND) or Match ANY of these (OR). Nesting groups is how you write mixed logic — put an ANY group inside the ALL group and you have “this and that and (either of these)”. The x on a row deletes it; delete the last row and the tree is gone again.
The tree is ANDed on top of the four checks above. It narrows a page further, it never overrides them — so a page can keep using plain Switch 1 for the obvious case and the tree for the awkward part.
While collapsed, the section header shows a plain-language summary of what you built
(0005: Boss Defeated ON OR (0003: Door A ON AND 0004: Door B ON)), so you can confirm the logic
without expanding anything.
A Match ANY group with nothing in it is always false and would silently kill the page, so the editor flags it inline. An empty Match ALL group is harmless — nothing to fail.
Advanced Conditions carry the MS badge: the tree only takes effect in-game with the MakerStudio plugin installed (see MS-Exclusive Feature Indicators). Without the plugin the game ignores the tree and judges the page on the four ordinary checks alone — more pages turn on, not fewer. The Game Simulator evaluates the tree properly.
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.
Very tall images — a full tileset is hundreds of rows — open fitted to the width. When you reopen a tileset graphic with a saved tile selection, the preview starts on that tile block and its neighbours. A vertical bar beside the preview lets you drag through the full sheet; it stays in sync with the wheel, pan and zoom. Without a saved selection, it starts at the top.
Using tiles from a tileset as the graphic
Pick a graphic that lives in Graphics/Tilesets and the picker notices: the preview gets a tile
grid, and you choose tiles instead of a whole image. Click a tile to use just that one, or
drag across several to use a block. Everything outside your selection dims, and the Tiles
read-out shows which tiles you took (column, row · width×height). Use whole image clears it.
The list starts with a Current tileset row, right under (None) — the tileset of the map
you have open. Click it and you are picking tiles from that map’s own tileset straight away, no
browsing. For any other tileset use … (Browse) to reach Graphics/Tilesets — any graphic under
your project’s Graphics/ folder can be picked, whichever field you’re filling.
Sheet Cols / Sheet Rows follow your selection, so you don’t have to think about them: one tile becomes a 1x1 sheet (a still sprite), a 3x4 block becomes a 3x4 sheet that animates. You can still change them afterwards if you want a different reading of the same tiles.
The same tile picking is on the Move Route Change Graphic action and on Show Picture, where your selection also drives the picture’s origin and zoom.
Ordinary character sheets are unaffected — the tile grid only appears for tilesets.
A single picked tile behaves like that tile painted on the event’s cell, using the properties it has in its own tileset: passability (a walkable floor tile lets the player walk over a wall underneath, a blocking tile blocks a floor), priority (draw order), bush, terrain tag and counter. If the tile has no terrain tag, the tiles underneath supply it — water you can surf, bridges, no-cycling grass, encounters — while whether you can step there still comes from the tile. Through only drops the passability; the other properties still apply. A block of several tiles stays an ordinary character graphic. The simulator follows the same passability and draw-order rules.
Tiles-as-graphics need the MakerStudio plugin installed in your game (Tools -> Integration). Without it the game draws the whole tileset image — the map still opens and runs, it just ignores the selection.
If entering a map with an event that uses a tileset tile as its graphic raises
Operation not supported for mega surfaces, update the Maker Studio integration in Tools -> Integration. Older integrations try to assign the full, very tall tileset before cropping the selected tile. As a temporary workaround, export that tile or block as a small image inGraphics/Charactersand use it as the event graphic.
Autonomous Movement
- Type: Fixed, Random, Approach, or Custom route.
- Speed and Frequency sliders to control movement behavior.
Options
Toggle individual flags: Move Animation, Stop Animation, Direction Fix, Through (walk through walls), Always on Top, Block, and Always on Bottom.
Block makes the event impassable: nothing — player or other events — can step onto its tile, whatever the tile underneath would allow. An ordinary event already blocks the player, so this is for the case that doesn’t: an event whose graphic is a tile inherits that tile’s passability, so one drawn with a walkable floor tile gets walked straight through. Check Block and it stops the player anyway — handy for a rug you can’t cross, an invisible wall, or a cut-scene barrier. Block is the opposite of Through, so ticking one clears the other, and it is per page: a later page without Block makes the event walkable again. It carries the MS badge: the flag only takes effect in-game with the MakerStudio plugin installed (see MS-Exclusive Feature Indicators). Without the plugin the event blocks (or doesn’t) by its usual rules.
Always on Bottom is the mirror of Always on Top: the event is drawn underneath every character, so the player walks over it instead of behind it — useful for floor decals, rugs, puddles, or shadows built as events. It still draws above the map’s ground tiles. If both flags are checked, Always on Top wins. It carries the MS badge: the flag only takes effect in-game with the MakerStudio plugin installed (see MS-Exclusive Feature Indicators). Without the plugin the event simply stacks by its position, as it did before.
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. You can also double-click the blank last row of the list (or the empty space below it) to open the picker and append at the end. The picker sorts commands into several specific named categories, each with a one-line description under the active tab:
- Messages — show text, choices, and other message commands.
- Logic — conditions, switches, variables, loops, labels, and flow control.
- Party & Items — gold, items, weapons, armor, and party members.
- Movement — transfer player, set/scroll, and move routes.
- Screen & Pictures — screen tones, flashes, shakes, weather, and pictures.
- Audio — background music, sound effects, and other audio.
- Actors — actor stats, skills, equipment, name, class, and graphics.
- Battle — battle processing, shop, and enemy commands.
- System — windowskin, menu/save/encounter access, scripts, and system settings.
A search box at the top filters across all categories. The command list keeps a fixed height — the tallest a category ever needs — so the dialog no longer grows and shrinks as you switch between tabs; a tab with more commands (such as Favourites) scrolls up and down inside that fixed area. If you have enough categories or mods that the tabs don’t all fit, arrow buttons appear at the ends of the tab bar to page through them — you can also scroll it with the mouse wheel, and the active tab is always kept in view.
The picker remembers the tab you were last on, so if you were browsing Battle (or a mod tab), that’s where it opens next time.
Favourites
Click the star next to any command to add it to your Favourites tab, which appears before the category tabs once you have at least one. To rearrange them, open the Favourites tab and click the pencil in the description strip to enter reorder mode: drag a command and the others shift aside to show where it will land, then drop it and click the check mark to finish. While reordering is on, clicking a command moves it instead of inserting it; turn it off to pick commands normally again. Your order is remembered across sessions.
Press Escape at any point to back out one step: from a command’s parameter form it cancels the insert and returns you to the Command Picker — on the page you picked the command from — and from the picker it closes the picker. Escape no longer closes the whole Event Editor from inside these forms, so a mis-pick costs you one keypress instead of your unsaved page edits.
If you have mods installed that add their own event commands, extra tabs marked with a puzzle icon appear after the category tabs. Each mod names its own tab (and can give it a description of its own), so related mod commands are grouped together. 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.
Control Variables — Character source. Choose Character to read a field from a character. Click the target field to open the event picker dialog, where Player, This Event, and current-map events are listed; map events show their padded ID and name, such as 003: Guard. The initial target is Player (-1) and the field is Map X; 0 means This Event, and 1+ means an event on the current map. These defaults are also restored when switching into Character, so a value from the previous source is not reused as an event id.
If you change a command form, Escape, clicking outside, the close button, and Cancel ask whether to Apply & Close, Discard, or keep editing. If you revert all fields, it closes without a prompt. This applies to Show Text, Comment, Script, and other command forms. A new Scroll Map starts at Down, distance 0, speed 4.
Selecting several commands from the keyboard: hold Shift and press ↑ / ↓ to grow or shrink the selection from where you started, the same as Shift+clicking. Copy, cut, paste, delete and Alt+↑/↓ reorder then act on the whole run.
Multi-Line Commands (Show Text, Comment, Script)
Show Text, Comment, and Script can hold as many lines as you need — just type them in the command’s text box, one per line. In the command list, each line gets its own row, exactly like RPG Maker XP: the command row shows the first line, and every extra line appears below it on a row starting with :.
When you insert one of these commands, its text field receives focus and the caret starts at the end. Opening an existing command does not move focus or select its text automatically.
Click four times in any of the three text editors to select all the text.
@>Text: Hello there!: Nice weather today.: Are you heading to the gym?Each extra line is indented to sit exactly under the first one, so a long message reads as a single aligned block instead of a ragged staircase. The indent is measured from the command’s own name, so it stays correct for every command and in every interface language.
Those extra rows are lines of the command, not commands of their own:
- Double-click any of them (or select one and press Space) — the command’s form opens with the whole text, so you always edit it as one block. Press OK and the lines are written back.
- Selecting, dragging, copying, cutting, or deleting any of the rows acts on the whole command, all its lines included. Nothing can be dropped between a command and its own lines.
- The arrow keys step over the extra lines, so the selection always lands on a whole command.
To break a message into separate text boxes in-game, insert a second Show Text command rather than adding more lines to the first one.
For version history and diffs of project files, see Git integration.
Text Codes in Show Text
Messages in Pokémon Essentials understand a pile of codes — \v[3] for a variable’s value, \pn for
the player’s name, <c=ff0000> for red text, \wt[20] for a pause. Nobody remembers all of them, so
the Show Text form has them built in.
- The Text codes button under the text box opens a reference list, grouped into Substitution (things replaced with a value: variables, the player’s name, money, colours), Style (bold, italic, size, font, alignment), and Flow (pauses, sound effects, face pictures, window behaviour). Each row shows the code and what it does — click one and it is inserted where your cursor was.
- Type
\and the list comes to you. A dropdown appears filtered to what you have typed so far; ↑/↓ pick, Enter or Tab inserts, Escape dismisses it. Enter on a code you already finished typing just makes a new line, as usual. - La Base de Sky projects get more. When the project is an LBDS one, the extra codes that base adds appear too, including a NameBox group for the name-plate above the message. Those are Ruby for a Script command rather than message text, so clicking one copies it to the clipboard (a toast tells you) and you paste it into a Script command.
The codes are the game’s, not the editor’s: the built-in Game Simulator shows the message text as written, codes included, and what each one actually looks like is up to your game’s message system and windowskin.
Script Snippets
Any script box in the Event Editor has a Snippets… button next to its Script title — use it to keep a library of Ruby code you reuse instead of retyping (or hunting for) the same lines every time.
Select the lines you want first. Highlight the three lines you reuse, click Snippets…, use the + button to add a New Preset… and name it — Maker Studio then asks whether to save Selected code or the Whole script, telling you how many lines each one is, so you can still change your mind. With nothing selected there is nothing to ask and the whole script is saved. Overwrite asks the same question before replacing a snippet.
Pick a saved snippet and the right side shows its name on top and its code in an editable box below. From there:
- Use drops the code into the script box (double-clicking the snippet in the list does the same).
- Edit Code unlocks the code box — it is read-only until you press it, so you cannot change a snippet by accident. Type your fix, then press the same button, now reading Save, to store it back into the snippet. Switching to another snippet before saving throws the edit away.
- Overwrite replaces the snippet with what is currently in the script box (your selection, or the whole script).
- Rename and Delete work as you would expect.
You can also select several snippets — Ctrl+click to add one, Shift+click for a range, or click a folder’s name to take everything inside it — and then Move to… a folder, Export… or Delete the lot in one action. Export… / Import… write and read snippet files, and exporting with a selection writes only the snippets you picked, so you can share a handful instead of your whole library.
Four places share one snippet library, so anything you save in one shows up in the others:
- the Script command,
- the Script action inside Set Move Route,
- the script box of a mod command that doesn’t define its own fields,
- the Scripts editor (Tools → Scripts…), which has the same Snippets… button in its toolbar.
Using a snippet lands it where your cursor is. If the box is empty the code goes straight in; if it already has code, you are asked what to do with it — Insert at cursor drops the snippet at the caret (replacing the selected code, if any) and leaves everything else alone, Replace swaps the whole box for the snippet, and Cancel does nothing.
Snippets are stored per-install (shared across all your projects) and remembered across sessions.
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 list scrolls to it, so a graphic buried far down a long folder is on screen straight away (it only does this once — scroll away and the list stays where you put it). 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. - Keyboard selection — after clicking the folder or favourites list,
↑/↓select and preview the previous or next graphic instead of scrolling the list. - 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/namereference instead of copying the file in (only an image from outsideGraphics/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 and Panorama Commands, and Multiple Layers
Because a Maker Studio map can have several fog and panorama layers (not just the single tileset fog and panorama of stock RPG Maker XP), these event commands let you pick which layer to affect:
- Change Map Settings (type Fog or Panorama) — pick the layer, then edit the full property set: graphic, hue, opacity, blend type, zoom, scroll X/Y, follow-camera and parallax. Picking a layer pre-fills every field with that layer’s current values, so you start from what the map actually looks like and change only what you want. Type Battleback just picks the backdrop, as in stock RPG Maker XP.
- 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). Change Map Settings also sets opacity, but instantly — use this one when you want the fade.
The dropdown lists the current map’s layers of the chosen type 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 or panorama.
Creating a layer during the game. The last entry in the dropdown is New layer (created in-game). Pick it and the command creates the layer when it runs, so a map that has no fog (or no panorama) at all can gain one — a storm rolling in, a sky appearing. Set the graphic and the rest of the properties as usual. The new layer lives for as long as the player stays around that map: it is not saved into the map file, and it is gone once the player travels far enough away. To make it permanent, add the layer in the Layer panel instead.
Picking that option also shows Reuse this layer when the command runs again, which decides what happens the second time the event fires:
- Ticked (the default) — the command always drives the same layer. Running it again re-applies the settings instead of piling up copies, and because the layer has a fixed Layer id, a later Change Fog Opacity or Change Fog Color Tone can target it. The id is filled in for you with a free one; change it only if you want two commands to share a layer.
- Unticked — every activation adds another layer, numbered 1, 2, 3… as they appear, so Change Fog Opacity or Tone can still address one by that number. Good for something that should accumulate; just remember a parallel or autorun page fires constantly and will keep stacking layers for as long as it runs.
Tone and opacity commands still only affect fog layers. Custom layer groups have no event commands (they are edited in the Layer panel; battlebacks come from the Map menu — see Map Management).
Set Move Route
Editing a Set Move Route command opens a route editor: click the target field to choose This Event, Player, or another current-map event from the event picker dialog (events are shown with their padded ID and name), toggle Repeat / Skip If Cannot Move, and build the list of move actions.
The redesigned editor keeps the route in a left-hand Sequence panel with a live step count and puts the insertion controls in a scrollable area on the right. Actions are grouped into Movement, Orientation, Route timing, Behavior, Appearance & frames, and Other actions. Drag the divider between the panels to resize the sequence list, or focus it and press ← / →; on smaller windows the action groups collapse to one column.
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.
- Insert actions with the buttons — each new action lands above the selected row (or before the route terminator); then the row immediately after the new action is selected, which may be the route terminator. Later actions therefore keep the order you add them. Parameter forms still edit the action just inserted.
- Copy / Cut / Paste with
Ctrl+C/Ctrl+X/Ctrl+V— pasted actions land above the selection and keep their normal multi-selection behavior. Move actions have their own clipboard, so copying them never overwrites copied event commands (and vice versa). - Undo / Redo with
Ctrl+Z/Ctrl+Y, scoped to the route you are editing. - Edit the selected action with
SpaceorEnter(opens its parameter form), Delete removes it, the arrow keys move the selection, andAlt+↑/Alt+↓reorder. - Drag and drop one action — or a whole multi-selection — to reorder; a line shows where it will land.
The route editor is fully translated now, so with the editor in Spanish the action buttons, the route options and the rows read in Spanish too. Each row is drawn with an indent guide, so at a glance the actions read as belonging to the route rather than as commands of their own.
Draw path… — the visual route editor
Building a walk by clicking Move Up twelve times gets old fast. Draw path… (next to Test Move Route) opens the map itself and lets you draw the route on it.
- Drag across tiles to walk — each tile you cross becomes a Move action, diagonals included.
- Click a tile far away to add a Jump straight there.
- Right-click cuts the route back to the step you clicked.
- Turn and Add Wait… buttons add the non-moving actions; double-click a Wait row to change its frame count (20 frames = 1 second).
- Set Start picks the tile the route starts from. The editor derives it from earlier commands on the same page for the same target, including direct location changes, known swaps, and earlier move routes. When a route may still be running or the position depends on a variable or branch, the position is marked as estimated. Set Start remains a manual override and is remembered the next time you open the editor for that route.
- Undo / Redo with
Ctrl+Z/Ctrl+Y. Select rows in the step list to delete them: right-click removes everything after the marked step,Deleteremoves exactly the ones you selected — both ask first, andCtrl+Ybrings them back. - The keyboard draws too: arrow keys step,
Ctrl+arrows turn,Backspace(orShift+←) undoes the last step andShift+→redoes it. All of these are rebindable under Move Route Editor in the shortcut settings. - Pan with middle-drag or
Shift+drag, zoom withCtrl+scroll — the same as the map canvas.
Apply as Move Route replaces the route’s actions with the path you drew. If the command already had a route, the editor opens showing it, so you can extend or trim rather than start over.
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, and the same tile picking as the event page graphic when you choose a tileset. Older route commands with Retain direction open as Down; applying the picker stores the highlighted frame without another click.
- 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.
Test Move Route starts with Loop already on when the route has Repeat Action ticked, so a looping route previews the way it will actually behave in-game instead of stopping after one pass. Turning Loop off in the simulator still wins from then on.
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.
Selecting a block’s opening command highlights that whole block, including its nested rows, so the visual selection matches what delete, copy, drag and reorder will affect.
Nesting Commands
By default, Insert and Paste land the new command ABOVE the selected row — as a preceding sibling, not inside anything. So to put a command inside a block, do one of the following:
- Right-click the block’s opening line (the Conditional Branch, a When branch, or the Loop) and choose Insert below — the new command lands indented one level inside.
- Or select a row that is already inside the block (its first child, or any command within it) and Insert — the new command lands above that row, staying inside the block.
There’s no manual indent control; nesting follows where you insert or drop a command.
Keyboard Shortcuts in the Command List
| Key | Action |
|---|---|
| Space | Edit the selected command |
| Delete / Backspace | Delete the selected command |
| Insert / Enter | Open the Command Picker |
| Ctrl+C / Ctrl+V / Ctrl+X | Copy, Paste, or Cut commands |
| Ctrl+J | Duplicate the selected command(s) — pastes a copy right there, right-click menu has the same Duplicate / Duplicate (n) entry |
| Ctrl+A | Select every command in the list (the page’s final End row stays out of the selection). Handy before a bulk copy or delete |
| Escape | Cancel the open picker or parameter form (see Adding Commands) |
| Up / Down arrows | Move the selection |
| Alt + Up / Down | Reorder 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.
Reading a Row Without Opening It
Each row shows a short summary of what the command does, so you rarely need to open a command to check it:
- Set Move Route and Wait for Move’s Completion name their target —
003: Guard, not just an id — alongside the step count and the repeat/skip flags. - Change Screen Color Tone, Change Fog Color Tone, Screen Flash and Change Picture
Color Tone show their channel values and duration (
R-68 G-68 B0 Gy68, 60 frames). - Switch / variable rows show the switch or variable name, not only its number.
Color Coding
Command rows are colored by category so the list reads like syntax-highlighted code. Categories at a glance:
| Color | Category | Codes |
|---|---|---|
| Green (italic) | Comments | Comment, Comment (cont.) |
| Cream / off-white | Text & Input | Show Text, Show Text (cont.), Input Number, Change Text Options, Button Input |
| Dimmed text color | Conditionals | Conditional Branch, Else, Branch End, Show Choices, When [**], When Cancel, Choices End |
| Amber | Other Flow | Loop / Repeat Above, Break Loop, Wait, Label, Jump to Label, Exit Event, Erase Event, Call Common Event |
| Pink | Variables | Control Switches, Control Variables, Control Self Switch, Control Timer |
| Orange (deep) | Party / Inventory | Change Gold, Items, Weapons, Armor, Party Member |
| Steel blue | Map / Screen | Transfer Player, Set Event Location, Scroll Map, Map Settings, Fog Tone/Opacity, Animation, Transparent, Transitions, Screen Tone/Flash/Shake, Weather |
| Mint | Movement | Set Move Route, Wait for Move’s Completion |
| Dim mint | Move sub-commands | Individual move steps under a Set Move Route |
| Periwinkle | Pictures | Show / Move / Rotate / Tone / Erase Picture |
| Cyan | Audio | BGM, BGS, ME, SE (play / fade / stop / memorize / restore) |
| Red | System | Battle / Shop / Name Input, Abort Battle, Menu / Save / Game Over / Title |
| Yellow | Actor changes | HP, SP, State, Recover, EXP, Level, Parameters, Skills, Equipment, Name, Class, Graphic |
| Terracotta | Enemy changes | Enemy HP, SP, State, Recover, Appear, Transform, Battle Animation, Damage, Force Action |
| Orchid magenta | Scripts | Script, Script (cont.) |
| Muted italic | End | Final 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.
Every command can have its own color. The table above is the default grouping; in Help → Settings… → Appearance you can recolor a whole category at once, or give a single command — just Play SE, just Label — a color of its own under Individual commands. The RPG Maker XP palette button there repaints the list in RPG Maker XP’s own colors.
Every row says what the command does. The text after a command’s name spells out the options it was given, with names instead of numbers — Scroll Map: Down, 3 tiles, speed 4, Change Items: 004: Potion + 2, Show Picture: #1 "title", opacity 255. Switches, variables, maps, events and database entries are all named, so a page can be read top to bottom without opening a single command. Show and Move Picture rows stay short on purpose — name and opacity, plus the duration on Move — since the other options are almost always left at their defaults.
Later picture rows show the file name too. Move Picture, Rotate Picture, Change Picture Color Tone and Erase Picture only store the picture number, so their row picks up the file name from the Show Picture above them in the list — Erase Picture: #1 "title". Once the picture has been erased, or if there is no Show Picture above, the row shows just the number.
Long rows scroll instead of being cut off. When a command’s text is wider than the list, hovering it scrolls the text sideways so you can read all of it without widening the panel or opening the command.
Transfer Player rows say where they go. A fixed destination reads as the map number, its name and the coordinates — 007: Pewter City (12,8) — and a variable-driven one lists which variable holds the map, the X and the Y.
The destination picker loads the selected map’s own tileset atlas before drawing its preview, so connected or related maps show their actual graphics.
Known Limitations
- 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.
Waiting for a Move Route to Finish
Wait for Move’s Completion pauses the event until a forced move route has finished. RPG Maker waits for every character on the map, which means an unrelated event’s route can hold yours up. Maker Studio lets you narrow it:
| Option | Waits for |
|---|---|
| Any Event (RPG Maker default) | Every character — the original behaviour. Chosen for new commands, and what happens without the plugin |
| This Event | The Set Move Routes this event ran, whoever they moved — including one it set on the player |
| A specific event | Just the route this event set on that one |
“This Event” is the one you want after moving the player through a door: the event itself is standing still, so what matters is the route it started, not its own movement.
Anything other than Any Event needs the Maker Studio plugin in your game (the badge on the form says so). Without it the game falls back to waiting for every character — never a crash, just the original behaviour.
One catch worth knowing: a move route started by a script (Essentials’ Followers.follow_into_door,
for instance) was not started by the event, so only Any Event waits for it.
Autonomous Movement · Custom
With Type: Custom in the Autonomous Movement box, a Set Move Route… button appears. It opens the same route editor the event command uses, and the route is stored on the page itself — the route the event walks on its own, with no command needed. There is no target picker: a page route always moves its own event.