100% found this document useful (1 vote)
580 views143 pages

WRPGE User Manual

Helllo ceci est une description <3

Uploaded by

Seviper
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
580 views143 pages

WRPGE User Manual

Helllo ceci est une description <3

Uploaded by

Seviper
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 143

WOLF RPG Editor

User Manual
English Translation by
Velella Himmel(vgperson)
Edited by
Jeffrey Casey(Widderune)
*Since this is an old manual, not all of the website links are functional.
Update Log
Frequently Asked Questions
Opening / Usage Agreement
Features and Functions
File Explanations
Basic Controls
Debug Command List
Main Window Operation
Basic Game Settings
Create Game Data
Tileset Settings
Map Settings
Common Event Settings
Map Select
Map Creation Flow
1. Creating/Registering New Map
2. Set Start Position
Registering Positions
Auto-Create Map Function
Creating Events
Event Window
Move Route
File Select
Formula Explanation / Variable Names
Event Command List
Show Message
Show Choice
Set Variable
DB Management
Set Variable+
Set String
Condition (Number)
Condition (String)
Key Input
Picture
Effect
Sound
Save/Load Control
Party Graphics
Chip Management
Transfer
Event Control
Common Event
Download
Databases
Type Definition
System Database
Type Explanations
User Database
Variable Database
Resource Standards
System Variable/String List
Special Characters Reference
Variable Reference List
Helpful Tools
[WOLF RPG Editor Manual]

[On the Usage of This Text]

Copyright on this manual belongs to the author, SmokingWOLF.


However, the text may be freely cited for purposes such as making explanations.

[Update Log]
07/23/2013 Updated for Editor Ver. 2.10.
- Added Frequently Asked Questions 13 and 14.
- Updated Game Settings, Formula Explanation, and System Variable/String List.
- Edited event commands "Set Variable+," "DB Management," and "Picture."
- Added new event command "Download."
- Note in "Resource Planning" about map chips not displaying in some cases.

05/07/2012 Added missing descriptions.

03/21/2012 Updated for Editor Ver. 2.02.


- Added description for #42 in System Variables.
- Additional explanations in "Event Window," "Set Variable," "Transfer," and "Picture."

11/17/2011 Fixed missing images and broken links.

07/19/2011 Updated for Editor Ver. 2.00. Changes were made with major assistance from K:W!, Pipo, and Tochi.
Thank you very much.

09/25/2010 Updated for Editor Ver. 1.31.


- Added more keycode information to event command [Event Control].
- Other small fixes.

07/02/2010 Updated for Editor Ver. 1.30.


- Replaced Event Window with new version.
- Replaced Tileset Settings with new version.
- Other fixes to outdated information.

04/29/2010 Updated for Editor Ver. 1.20.


- Added explanation of Event Window event conditions.
- Added function explanations to Basic Game Settings.
- Additional explanations in Basic Controls and event commands [Set Variable+] and [Other 2].

02/08/2010 Updated for Editor Ver. 1.16.


Added "CSelf Var Usage List" to Common Event Window operation.
Added "\A+" "\A-" "\mx[?]" and "\my[?]" to Special Characters.
Updated Frequently Asked Questions.
11/18/2009 Updated for Editor Ver. 1.15.
Added "Off + 2x" to font anti-aliasing in Basic Game Settings.
Added "Find" to Common Event Window operation.
Added three new operators to "Set Variable."
Added "String Done Displaying?" for Picture in "Set Variable+."

09/25/2009 Updated for Editor Ver. 1.14.


Added "Undo" to Common Event Window operation.
Fixed other small mistakes.

07/29/2009 Added an entry to Frequently Asked Questions.

07/22/2009 Updated for Editor Ver. 1.13.


Updated "Map Select" in Main Window operation.
Added explanation about MIDI resources to Resource Standards.
Updated event commands "Set Variable+" and "DB Management."

06/02/2009 Updated for Editor Ver. 1.12.


Updated "Map Select" in Main Window operation.
Updated event commands "Set Variable+," "Transfer," and "Event Control."

04/25/2009 Updated for Editor Ver. 1.11.


Replaced Map Settings window.
Updated minor details about "Other 2" and "Set Variable+."

02/26/2009 Added "File Select" explanation.

02/25/2009 Added method for reading external font files to Basic Game Settings font explanations.
Minor updates now that MP3s are usable for sounds.
Noted method of using Ctrl+Left/Right Click to copy and paste in Main Window operation.

02/17/2009 Updated for Editor Ver. 1.10.


Added explanation of "Voice Synthesis."
Added explanation of calling by name to "DB Management."
Updated explanation for receiving key input in "Other 1."
Added explanation in "Set String" for "Replace Left Side" option.
Added explanation of "Turn Party Following On" in "Party Graphics."
Fixed other small mistakes.

01/13/2009 Updated for Editor Ver. 1.09.


Added new "File Explanation" entry.
Added new "Frequently Asked Questions" entry.
Added "Remove Instances Of String..." function to "Set String."
Added priority explanation to "Special Characters Reference."

01/04/2009 Added explanation about string variable conversion to "Set Variable."


Added explanation of calling common events by name to "Other 2."
Added explanation of specifying filename to "Sound."
Added background/fog graphic filename, BGM/BGS filename, and choice contents to "System
Variable/String List."
Added explanations on getting state of map events to "Set Variable+."
12/06/2008 Updated for Editor Ver. 1.08.
Added explanation of BGM/BGS/SE volume adjustment and X/Y scroll to "System Variable/String List."
Added "Picture" explanations for [5] Simple Window (File Specified by String Variable), linking to scroll, and
pictures -100000 or lower.
Added explanation of specifying move target by variable to "Transfer."
Added getting map size to "Set Variable+."
Added thanks to "Auto-Generate Map Function."

11/17/2008 Added explanation of getting data count/contents and initialization to "DB Management."
Added chart mapping numbers to keyboard input to "Other 1." (Image Credit: Mutsukarasu)
Provided missing explanations to "System Variable/String List."

10/27/2008 Added explanation of "On Screen? (1=YES 0=NO)" to "Set Variable+" (for Editor Ver. 1.07).

10/25/2008 Added explanations to "Chip Management" and "Effect" (for Editor Ver. 1.07).
Added function key explanations to "Basic Controls."

10/24/2008 Added character move speed adjustment to "Basic Game Settings."


Added codes for using database entry names to "Special Character Reference."
Updated other parts that work differently now.
"Basic Controls" "Main Window" "Common Event Settings" "Picture" "System Variable/String List" "Type
Definition" (Changes by: Rew)

09/20/2008 Added "Auto-Generate Map Function."


Added "Graphic Synthesizer" to list of tools.
Added system string explanations to "System Variable/String List" (formerly System Variable List).

07/27/2008 In accordance with version update, removed "Uses MIDI" from "Basic Game Settings."
Fixed missing parts of "System Variable List."

07/12/2008 Added new functions, and updated insufficient explanations:


"Resource Standards," "Special Character Reference."

07/01/2008 Revised command processes I forgot to edit:


Event commands "Picture," "Sound," "Set String," and "Resource Standards."

06/04/2008 Changes made for Ver. 1.02.

  Copyright(C) SmokingWOLF All rights reserved


 
[Frequently Asked Questions]

This section addresses common situations and questions encountered by those using WOLF RPG Editor for the
first time.

<List> (Click to jump to that answer)

[1] Only half of the character displays


[2] I set "Starting Hero Graphic" in Basic Game Settings, but it's not updating [* Using Base System]
[3] How do I display face graphics?
[4] There's an event I can't talk to in the Sample Game
[5] I set up multiple pages in an event, but only the last page runs
[6] (Just after starting the game) The position of displayed text is off
[7] It's tedious not being able to copy Common Events
[8] I want to erase an event after it activates once
[9] When editing maps, transparent parts turn a strange color
[10] The Variable DB looks fine, but I get "reading a non-existent entry"
or "attempted to store a number in a place for a string" errors,
and the data I changed isn't showing up
[11] When using "linked to scroll" background, the background shifts when you loop
[12] My event won't start
[13] When using an encrypted folder with Set String "Get File List of Folder...", I get <<ERROR>>
[14] When using Move Event, the first action keeps repeating / the first action executes 2 or more times.

For anything not listed here, check the Question Summary Thread on the Wiki (requires an internet connection).

[1] Only half of the character displays...

   <== Looks like this.

From the top menu of the editor, go to "Game Settings," then "Open Game Settings."
Change "Sprite Direction Type" to "4-Directional," and it should be fixed.
By default, it's set to use graphics with 8 directions, so if you use RPG Maker-standard resources
or other 4-directional sprite sheets, you'll only be able to see the left or right half of the character.
[2] I set "Starting Hero Graphic" in Basic Game Settings, but it's not updating.
[* When Using Base System]

When you use the Base System, even if you set "Starting Hero Graphic" in Basic Game Settings,
it will not be reflected in-game. This is because after the game starts, the Base System runs a process to
automatically change character graphics to the initial party defined in Variable DB Type 6.
Thus, the graphic ends up being from this "initial party" rather than the "Starting Hero Graphic."

Depending on what you want, follow one of the following methods.

"I want to display the hero with specific graphics at game start."
1. In Variable DB Type 0 "Hero Status," create the character you want to appear in any data slot you like.
Set the "Walk Graphics Image" field to their walking graphics.

2. In Variable DB Type 6 "Party Info," for data #0 ("Member 1"; 2, 3, etc. are also fine),
select the character you defined in step 1.

3. Start the game. If the Base System works as intended, the character should have the graphics you specified.

"I want the hero to be invisible at game start."


If you just want the heroes to be invisible, then right after the game starts (such as in an auto-starting event),
simply use the special function of event command "Party Graphics," "Make Party Transparent."

[3] How do I display face graphics?

There is a built-in face graphics system as of Base System Ver. 1.26.


It is used as follows.

1. Open System Database Type 24: Face Graphics, and in Data #2 and on
set up the face graphics you want with "Face Graphic File."

2. In the first line of a "Show Message," use the notation "@2" to change face graphics.
(An @ followed by the number of the face to use)

* Face Graphic #0 displays text without a message window,


and #1 displays text with only a message window and no face.

Example: Displaying Text With Face Graphic 2 in "Show Message"

@2
Hello, I am Wolfarl.
[4] There's an event I can't talk to in the Sample Game.

Have you changed "Default Character Move" in "Basic Game Settings" from "0.5 Tile" to "1 Tile"
When you move 1 tile at a time, it may make some event characters impossible to talk to.
In this case, try changing the step amount to "0.5 Tile."

[5] I set up multiple pages in an event, but only the last page runs.

Map events execute giving priority to higher-number pages.


As a result, if the conditions are met for the last page,
that one will be executed rather than the smaller-number pages.

[6] (Just after starting the game) The position of displayed text is off.

Try adding a 1-or-more-frame wait right before the text.


Fixing it may be as simple as that.

The display position of text is set on frame 1 of the parallel Common Event 77,
so text displayed before this runs will not match the window position.

[7] It's tedious not being able to copy Common Events.

After selecting a Common Event from the list on the left side,
it can be copied by pressing C, cut by pressing X, or pasted by pressing V.
C, X, and V can be used to Copy, Cut, and Paste in other places as well.

[8] I want to erase an event after it activates once.

You can erase events using "Erase Event" in event command "Event Control".
However, if you change maps after doing this, the event will come back,
so please refer to the tutorial below if that's not desirable.
It describes how to use variables to make "events that only happen once."

Wolf RPG Tutorial > [Variables For Conditions] (External Link)


[9] When editing maps, transparent parts turn a strange color.

As an intended function of the editor, if a transparent color is not black,


those parts are displayed as if with a translucent film over them.
Don't worry, they'll display as normal in the game itself.

[10] The Variable DB looks fine, but I get "reading a non-existent entry" or
"attempted to store a number in a place for a string" errors, and the data I changed isn't showing up.

Try starting from a New Game, and it may fix the issues.

The Type info and Data of the Variable DB is transferred into the Save Data at game start.
So, if you make changes to the Variable DB's Type Settings or Data in the editor,
and then continue from old Save Data, it will try to load from a DB unaffected by these changes,
which can result in data counts not matching up and data being out of date.

Note that the User DB and System DB do not depend on Save Data,
so problems of this sort will not happen with them.

[11] When using "linked to scroll" background, the background shifts when you loop.

This is intended behavior. Supposing a 320x240 background,


it should work if you make the map's width a multiple of 20 and the height a multiple of 15.

The rule is:


"When a "not moving background" is "linked to scroll", the image displayed when the hero
is at coordinate 0,0 should always be the same."

Because of this rule, if the map size(in pixels) is not a size evenly divisible by the width and height
of the background image, you'll see the background jump into place when you loop around.
[12] My event won't start.

If the activation condition is "Confirm Key," "Event Touch," or "Player Touch,"


first check if "Place Half-Step Up" is turned on for the event.
If it is on, try turning it off.
If the "Default Character Move" in Basic Game Settings is set to 1x1,
you are unable to activate events a half-step above.

Otherwise, it's very likely some activation condition or variable condition is not met,
or you've made a mistake in the ordering of the pages.
Higher pages have priority for activation. If Page 1 and Page 3 both meet their conditions,
Page 3 will be the one that executes.

[13] When using an encrypted folder with Set String "Get File List of Folder...", I get <<ERROR>>.

This is intentional (as you'd be able to see all the contents of encrypted folders).

[14] When using Move Route, the first action keeps repeating / the first action executes 2 or more times.

When using Move Routes in auto-starting or parallel events, make sure you're making proper use of
"Wait" and "Wait For Move Route."

If the same "Move Route" executes before it finishes the first time,
it will try to start from the beginning again.
As such, in auto-starting or parallel events, if you're repeatedly calling a "Move Route," it may be stuck
doing only the first action of it forever, depending on how it's constructed.

In general, you should be able to resolve this issue


by putting a "Wait For Move Route" after the Move Route command.
■ Opening

- WOLF RPG Editor is a game construction tool that can create complex role playing games.
- The games you make with it can be freely distributed, submitted to contests, and sold.
- It's completely free, so all its functions are available, including encryption functionality.
- With the proper mastery, you can make any kind of game, not just RPGs.
  

■ Supported Environments

 ■Supported OS: Windows 2000, XP, Vista, Windows 7


  * These are the supported OSes for both playing and developing games.
  * Running through virtual systems like Wine may not work as-is,
   but I'm told deleting the included GuruguruSMF.dll may allow it to run without MIDI playback.

 ■System Requirements
  For Editor: 1 GHz CPU, 128 MB RAM
  For Games: Varies greatly depending on game's processing load and resolution.
   If you have a graphics board that can do 3D drawing, this will greatly speed up processing.
  * With just a 1 GHz CPU, 128 MB RAM, and a laptop graphics chip,
the Sample Game (320x240 resolution) runs at a maximum of about 70% speed.

 ■Required Runtime: DirectX 9.0 or greater (Included as standard in Windows XP SP2 on)

 ■ System-Dependent Issues in Gameplay

  ◆ During gameplay on Windows 2000, if "User.dll" is out of date,


it may display "GetRawInputDeviceList could not be found in USER32.dll"
and fail to start. If this happens, look for a user32.dll Version 5.1.26 or higher,
and replace it in the Windows\System folder.
However, be cautious of old user32.dlls circulating online.
(Win98: 68KB - Ver. 4.10 / Win2000: 393KB - Ver. 5.0.02 / WinXP: 561KB - Ver. 5.1.26)

  ◆ As a result of security software such as anti-virus,


some have reported an issue where direction keys don't register (but Confirm/Cancel/etc. work).
If this happens, you should be able to play as normal
if you add WOLF RPG Editor's Game.exe to the anti-virus's "exception" settings. (07/2009)

 ■ System-Dependent Issues in Editor

 ◆ If you change the window size, the buttons at the bottom of the window may become hidden.
On Windows 7 (and Vista?), it appears if [Control Panel] -> [Make text or other items larger or smaller]
is set to "Medium: 125%", then changing maximization or size will hide the bottom buttons.
Setting the size to "Smaller: 100%" or "Larger: 150%" should avoid the issue.
 ◆ If the editor's font seems to be too big for the layouts:
WOLF RPG Editor displays all text with MS UI Gothic,
but if this font doesn't display properly, layouts may become broken,
and some text may be hard to read. If this happens, run the following registry file,
which will reset MS UI Gothic. -> <Internet Connection Required> MS UI Gothic Reset Data (0.2KB)

■ Usage Agreement

■Usage of WOLF RPG Editor■


Games developed in WOLF RPG Editor can be distributed for free, distributed for money, sold,
used commercially (at any scope), submitted to contests - in general, they can be freely used for any purpose.
Also, no matter how it is used, reporting to the creators is unnecessary.

■How to Install■
Simply run the self-extracting package.
Start "Editor.exe" in the folder to begin editing, and start "Game.exe" to play the Sample Game.
It does not alter the registry in any way, so if you copy the whole WOLF RPG Editor folder to a USB drive,
you can bring your development environment anywhere.

■How to Uninstall■
Deleting the WOLF RPG Editor folder will fully uninstall it.
The registry is not altered in any way.

■Support■
Bug reports are accepted in the "Bug Report Thread" on the WOLF RPG Editor official site forums.

■Reviews of/Tutorials on WOLF RPG Editor■


I've received messages from excited people wanting to write reviews and explanations (that is, tutorials on usage)
of WOLF RPG Editor, but there's no need to get permission before or after the fact.
Feel free to just write them as you please.
If you do, you can get a few more eyes on it by posting your site
to somewhere like the links page on the WOLF RPG Editor wiki, which others should appreciate.

For such tutorials, screenshots of the Sample Game and its resources,
and screenshots of the editor, can be taken and used without permission.

■About Resources■
Please always follow the terms of use for any resources you use.
In particular, RPG Maker RTP resources, and resources modified from them, are only allowed to be used with
RPG Maker.

* RTP (Runtime Package)


A basic collection of data required to play RPG Maker games.
According to its terms, usage of it outside of the RPG Maker series is forbidden.
■Replacing the Program Icon■
Using external tools to edit the program icon of WOLF RPG Editor's "Game.exe" and "Config.exe" is allowed.
However, I cannot respond to any issues that may arise, so you must take responsibility if you do this.

■Warranty and Disclaimer■


This software is not guaranteed to run in all system environments.
This site will take no responsibility for any trouble that results from the use of this software.

■Copyright Info for Libraries Used

- DX Library
DX Library Copyright (C) 2001-2005 Takumi Yamada.

- JPEG Loading Functionality


libjpeg Copyright (C) 1991-1998, Thomas G. Lane.

- PNG Loading Functionality


libpng Copyright (C) 1998-2004 Glenn Randers-Pehrson.
zlib Copyright (C) 1995-2004 Jean-loup Gailly and Mark Adler.

- OggVorbis Loading Functionality


ogg_static, vorbis_static, vorbisfile_static
Copyright (C) 1994-2002 XIPHOPHORUS Company.

  Copyright(C) SmokingWOLF All rights reserved


[Features and Functions of This Tool]

WOLF RPG Editor is a game construction tool that can create complex role playing games.
It is often regarded as being aimed at advanced users, so keep this in mind if you intend to use it.

[Main Features and Functions]

 ■ Create An RPG Just by Assembling Event Commands!


Just by creating maps and putting together the provided event commands, you can make a 2D RPG.

Event Commands Practical Example


 
 ■ Configure Detailed Game Settings!
You can choose from a resolution of 320x240 or 640x480, and drawing at 30FPS (updating 30 times per second)
or 60FPS! You can also change various settings like whether to move by half-tiles or full tiles, and the fonts used.

Basic Game Settings Screen


 
 ■ An All-Purpose Selection of Event Commands

This tool features event commands that can be used for extremely diverse purposes. In its barest state, it does
not include a battle system or menus, yet many systems like these can be made using the event commands.
Also, almost any numeric field can reference a variable, so you can build systems with minimal processing.

Event Creation Screen


 
 ■ Exporting/Importing Common Event Files
You can export Common Events as files to post and exchange them online! With this function, you can easily put
systems other people have made into your own game.

Common Event Creation Screen

* The lower-left buttons are used to export files.


You can also export multiple sequential Common Events in one file!
There's also an event command that allows "calling the Common Event 3 down from this one,"
so it's possible to distribute and import large-scale, Multi-Common-Event systems!
 
 ■ Databases, Key to Developing Your Own Systems
One unique feature of WOLF RPG Editor is the existence of databases. Databases can be set up however you
want, and making use of them in events can make data management for your systems much easier.

 The tool features three types of databases.

- System Database ... A database for setting up core elements of the game. Generally, you won't add your own
fields to this database.

- User Database ... A database used to hold unchanging game information, such as weapon parameters or
enemy battle stats.

- Variable Database ... A database of information that can change during the game, like the heroes' status and
enemy/ally HP in battle. This is the only database whose contents can be rewritten by event commands.

Variable Database Settings Screen

* You can define your own entries for HP, character names, etc.
However, making your own entries has no inherent purpose
unless you make events that refer to that data.
 
 ■ Many Options For Displaying Pictures, and Displaying Text As Pictures
In addition to normal image display, the Picture command can display a text string as a "picture."
When making a stats screen, for instance, there's no need to make images for each letter or number; you can
easily display something like "HP 240/250 MP 65/90."
(Also, string pictures can use special codes like \v[0] to display the values of variables.)

String Picture Example


 

 The Picture command also offers the following features.

- You can display many pictures - 1000, 2000, as many as the player's RAM can hold. (But make sure to erase
pictures after you're done with them.)

- You can divide up a single image horizontally and vertically to use just a part of it! This can make image
handling easy.
 ■ Other Miscellaneous Features...
- You can change the font size of messages, add ruby text, etc.
There are many special functions to suit your needs, like right-alignment or centering!

- You can use PNG images with alpha channels.

- Not only numeric variables, but also string variables.


You can add to strings, extract lines from them, load a text file as a string and process it, etc.
With proper usage, you can even convert character data!

- MIDI, WAV, MP3, and OGG formats are supported for music! Software playback is also included!
MIDI playback is RPG Maker-style as of 1.02,
so you can use music resources made for RPG Maker as-is!

- You have complete control over your title screen and saving/loading.
You can even make games with autosave functionality.

This tool can also meet many other demands!


Using this as a reference, go make the game of your dreams!

Copyright(C) SmokingWOLF All rights reserved


[File Explanations]

This explains the file contents of the "full package" version.

 
 
[Minimum Required Files to Run Games]
 * Without the following data, a game cannot properly start.

 - Data Folder ... Put all the files used by the game in this folder. Folders named anything other than "Data" will
not function. If you copy in the Data folders from the "Other Data Collection" (explained further down), you can start
developing from a blank slate. Also, important basic data like database info and common events is stored in the
"BasicData" folder in Data.
 - Game.exe ... The executable file. Run this to start the game.
 - Game.dat ... Stores the information in "Basic Game Settings."
 - GuruGuruSMF4.dll ... An important DLL for MIDI playback.

[Minimum Required Files to Run Editor]


 * In addition to the 4 files above, the below files are also required.
 - Editor.exe, Editor.ini ... The editor executable, and its settings file. The settings file stores things like what the
last-loaded map file was.
 - EditorGraphic.dat ... An image file of graphics used in the editor. Actually a PNG file.
 - GdiPlus.dll ... A DLL used to display images in the editor.
[Other Files]
 - Config.exe ... An executable that allows one to change the game's drawing mode, sound settings, etc.
It's not required to distribute the game with it, but it's good to include.
 - Game.ini ... A settings file that stores the drawing mode of the game executable and other things.
Game.exe can still run without this file.
 - Manual.chm ... The manual file.
 - Shortcut to WOLF RPG Editor Official Site ... A link to open the official site.
 - Sample Game Manual.txt ... An instruction manual for the Sample Game. Refer to it when making your own
manual.

[Data Collection File Explanations]

(Completely Blank Data):


A folder with no Base System, only the minimal amount of initial data.
By copying the "Data" folder contained within, you can start from a complete blank slate.
(Blank Data [With Base System]):
A folder with the Base System and the minimal amount of initial data.
It does not contain any data from the Sample Game.
Graphics Synthesizer:
Software to create character walk graphics by combining parts.
[Basic Controls]
■Starting and Closing Editor
- To start the editor, run Editor.exe inside the extracted WOLF RPG Editor folder.
- To close the editor, you can click the [X] button in the top-right of the window.

■Starting and Closing Game


- To start the game, run Game.exe inside the extracted WOLF RPG Editor folder.
- To close the game, at any time, you can hold Alt on the keyboard and press F4. In windowed mode, you can also
click the [X] button in the window's title bar.

■Game Controls
- There are four basic controls for games: direction buttons, the Confirm button, the Cancel button, and the Sub-
Button. These inputs are done by pressing the following keys.

Button Corresponding Keys


Direction Up: [↑] [Numpad 8]
Direction Down: [↓] [Numpad 2]
Direction Left: [←] [Numpad 4]
Direction Right: [→] [Numpad 6]
Confirm Button: [Space] [Z] [Enter]
Cancel Button: [Esc] [X] [Numpad 0] [Backspace] [Insert]
Sub-Button: [Shift] [C]
The main function of each button is as follows, but these may not always fit depending on the systems implemented
in each game.

Direction Buttons: Move the character.


Confirm Button: Confirms choices. Checks (talks to/inspects) events underneath or in front of the hero.
Cancel Button: Cancels choices. In the Base System, it opens the menu.
Sub-Button: Used for functions other than the above (like dashing). In the Base System, you can hold it in battle
to speed the battle up.

- Some function keys have special functions.

F4: Changes window size (windowed mode only). You can switch between the following three sizes in order.
- 320x240 (400x300) (Only if graphics mode is "3D Mode")
- 640x480 (800x600) (Default size)
- Fake Fullscreen (Maximum size that fits display; increases processing load a fair bit)
F5: Changes the frameskip level. If you use a slow draw rate, processing will speed up (but movement won't be
smooth).
F10: Temporarily pauses Game.exe.
F12: Returns to the title screen.
There are also additional functions during test play. For details, refer to “Debug Command List.”
- Some other keys have special functions.
PrintScreen, ScrollLock, Pause: Takes a screenshot. PrintScreen may not function in some environments.

◆Direction Button Behavior


When directions 180 degrees opposite to each other are pressed, the more recently-pressed key is prioritized.
With 4-directional movement, if up/down and left/right are combined, the up/down direction is prioritized.
[Debug Command List]

During a test play, you can use the following commands with Game.exe.
Note that you can't use any of these when starting up Game.exe directly.

 - Debug Window
 - Save & Open Log (F3)
 - Detailed Picture List (F7)
 - Debug Data (F8)
 - Variable List (F9)
 - Load Data (11)

[ Debug Window ]
If the Editor has "Game Settings" -> "Use Debug Window" checked, a debug window like this will be shown.

Even if this option is checked, the debug window will not appear when Game.exe is started directly.
The debug window only functions during test play.

The debug window will display text written to it as debug text using "Show Message," and error reports.
To aid in debug tracing, "MapEv#/CommonEv#/Line#" is automatically added at the end of each message.
[ Save & Open Log (F3) ]

Pressing F3 with the debug window up will save the text in the window to a text file.
The file is named Log.txt, in the same folder as Game.exe.

[ Detailed Picture List (F7) ]

Pressing F7 during test play shows a list of all pictures currently being displayed.
It's useful for seeing picture positions, display states, and the events that displayed them.
[ Debug Data (F8) ]

Pressing F8 during test play lets you see the names of all loaded pictures, sounds, and sprites,
pictures displayed, currently-running parallel commons, and currently-running events.
[ Variable List (F9) ]

Pressing F9 during test play lets you see all Normal Variables, Spare Variables, String Variables, System Variables,
and System Strings.
[ Load Data (11) ]

Pressing F11 during test play will update Map files, Tileset Settings, the User Database, the System Database, and
Common Events to their latest versions.
The Variable Database will not be updated. Also, if pressed during event execution, things will be reset.
[Main Window]

[Operation]

- With "Layer 1~3" selected from (2):


Left-Click ... Paint current chip onto a tile.
Right-Click ... Eyedropper (copy) function. By dragging, you can copy chips in an area.
Ctrl + Right-Click ... Copy-all function. By dragging, you can copy all chips in an area on Layers 1~3.
Ctrl + Left-Click ... Paste-all function. Pastes the Layer 1~3 chips gotten via Ctrl + Right-Click.

- With "Event Layer (Ev)" selected from (2):


Left-Click ... Select Event
Double Left-Click ... Create/Edit Event
Right-Click ... Display Sub-Menu

- Common Between "Layer 1~3" and "Event Layer (Ev)":


Drag With Middle Button, Space + Move Mouse ... Scroll Map
Ctrl + Shift + Arrow Keys (Up/Down/Left/Right) ... Shift Events/Chips on All Layers

- Shortcut Keys
1~4: Change Layer (1~3 = Layers 1~3, 4 = Event Layer)
Ctrl+N: Create New Map
Ctrl+O: Load Map
Ctrl+S: Save Map
X: Cut Event
C: Copy Event
V: Paste Event
Delete/Backspace: Remove
[Individual Explanations]
1: Buttons to Create New Map and Save the current map.

2: Buttons to select map edit layer (1~3), and to select event edit (Ev). Use these to switch between what you want
to edit. Clicking a Layer button will show the map chip window.

3: Change the map scale, from 1/1~1/8. Useful to get a view of the whole map.

4: Drawing tools used for map creation. From left to right: Pencil Tool, Fill Tool, Square Fill Tool,
Auto-Create Map Tool, Undo.

5: Open each database. From left to right: Blue = User Database, Yellow = Variable Database,
Red = System Database.

6: Special tools related to maps. From left to right: Tileset Settings, Map Settings, Common Event Settings,
Map Select.

7: Starts a test play. During test play, you can press F8 to check loaded files and pictures in use, and F9 to view all
variables.

8: The map editing area. Create your maps by placing chips here as if drawing a picture.

[Map Chip Window]


- Automatically appears when you click a Layer button (1~3).
Left click to select a chip to use, then place it on the map in the Main Window. You can drag to select multiple tiles
at once. When selecting single chips, the chip number, tag, and passable settings will be displayed.

    
[Game Settings]

There are three kinds of game settings, plus a set of options:

- Basic Game Settings


- Config
- Use Debug Window
- Editor Options

[ Basic Game Settings ]

You can edit Basic Game Settings from "Game Settings" -> "Open Game Settings." The following window will be
displayed.
You can configure all of the following settings.

Game Name (Main):


The title displayed in the window title bar when playing in windowed mode. It is also used as the default folder
name when creating game data.
If this main name is changed, old save data will become unusable.

Game Name (Post):


This subtitle is appended to the main title and can be used for version numbers or the like.
Even if this postscript part is changed, past save data will remain usable.

Screen Dimensions:
You can choose the game's resolution from 320x240, 640x480, or 800x600. 320x240 and 640x480 both draw on a
640x480 canvas, so there is not much difference in graphics load (320x240 can generally be considered a bit
lighter). 800x600 has 1.5x the graphics load as 640x480, so note that resolution can have a big impact on
performance.

Processing FPS:
You can choose the game's processing FPS (how many times to draw in one second), between 30 FPS or 60 FPS.
Naturally, 60 FPS requires more processing.

MIDI Playback: Choose whether to play MIDI with hardware or software.


- Software plays MIDIs using DirectShow, giving everyone the same sound. This is strongly recommended.
- Hardware has a pause on changing, but since it uses the internal sound player, it slightly reduces processing load.
However, due to issues such as Windows Vista on not playing some tracks, this option is not recommended.

Sprite Direction Type:


Choose whether character graphics used in the game have 4 directions or 8 directions. This affects the format of
the character graphics you must use.

Character Animation Patterns:


Choose whether character animations have 3 or 5 frames. This affects the format of the character graphics you
must use.

Character Movement:
Whether characters can move in 4 directions or 8 directions. This does not affect the character graphics format;
you can have 8-directional movement with only 4-directional character graphics.

Character Shadows:
Turn the function that puts shadows on characters on or off. One advantage of shadows is making characters jump
and having their shadow stay on the ground while they float - it helps make it look more like the character is in the
air.
Default Character Move:
Set the standard step amount for characters. With 0.5 Tile, you can get more fine movement.

Default Hitbox:
Choose whether characters have a hitbox of 1 tile wide and 0.5 tiles high, or 1 tile wide and 1 tile high. The hero's
hitbox is locked into being what it's set to here. Event characters also use this setting by default, but it can be
changed with the "Square Hitbox" option in the Event Editor.

Starting Hero Graphic:


Set the hero's character graphic at game start. Click the Load button to select an image file.
* If using the Base System, this won't function; instead, you need to configure the image in "Hero Status"
and setup your character in "Party Info" of the Variable Database.

Move Speed Adjustment:


Prior to Ver. 1.05, hero and character move speed differed, so this was added so you could replicate that. Setting
the player to 1x and events to 2x will give the same behavior as old versions. If you're making a game for the first
time, leaving both the player and events at 1x is recommended.
Also, you can finely configure the 7 stages of move speed for the heroes and events.

Picture Scale Method:


Choose the method with which to resize pictures: "Distinct and Rigid" or "Smooth and Fuzzy."
"Smooth and Fuzzy" will only work in 3D Mode.

Inactive Window Behavior:


Set the behavior when the window is inactive (when you click on a window other than the game).
You can have it "Keep Running" or "Pause Processing."

Fonts Used:
You can define a main font and three sub fonts; you don't have to specify anything. However, make sure you input
the font names exactly. The sub-fonts defined here can be temporarily switched to in messages using the special
code \font[1] (change to sub-font 1).
Also, you cannot use fonts with a .fon extension (Adobe Type fonts like "WST_Engl" or "Small Fonts"). (The
moment you try to display text with these fonts, the game apparently force-closes.)

* About Loading External Font Files


If a font is not installed on the PC being played on, "MS Gothic" is used by default, but you can include the font
file and it will be automatically loaded in. To do this, include the font file (ttf and ttc formats only) in the Data
folder (* only if not encrypting the entire Data folder), or in the same place as Game.exe.

Font Antialiasing:
Settings for antialiasing on fonts (smooths the corners of text). For games that display a lot of small text, "Off" is
recommended.
- On ... Makes text have smooth edges, generally making it easier to read, but small text becomes less distinct.
- Off ... Makes text have sharp edges. Even at small font sizes, it should be relatively readable.
- Off + 2x ... Displays font with sharp edges and at 2x normal size. Fitting for retro-style games.
Adjust Message Display (Picture String):
Make minor adjustments to display of messages and picture strings. Horizontal Spacing is the empty space
between each character, and Line Spacing is the vertical gap between lines when displaying messages.
Choice Separation is the vertical gap between lines when choices are displayed.

Adjust Game.exe Version:


If necessary, you can make Game.exe function like an older version. Use this if things display all wrong after
updating to a new version.

"Run As Latest Version" ... Runs as the latest.


"Run As Old Version 2.02" ... Run using the following characteristics.
[Ver. 2.02 Special Characters] Special code \m[X] causes vertical centering in 320x240 only (in latest, it's
bottom-aligned).
[Ver. 2.02 Set Variable+] When getting tile tags, internal Y coordinates are 1 tile up from what they are in the
latest version.
[Ver. 2.02 Messages/String Pictures] Newlines at the start of text without a character have no effect (in latest
version, such newlines are reflected).

  

[ Config ]

Selecting "Game Settings" -> "Open Config" runs Config.exe, which displays the following window.

You can configure settings for playing games.


Graphic Display Mode:
Choose whether to draw graphics with 3D Mode or Software Mode.
The default is 3D Mode, but if things behave oddly, changing to Software Mode may stabilize it.

Screen Settings:
Choose whether to start the game in a window or full screen.
The default is windowed mode.

Processing:
Adjust the balance of screen drawing and processing.

Music:
Turn playback of BGM and BGS on or off.

Sound Effects:
Turn playback of sound effects on or off.

[ Use Debug Window ]

Set whether to display the debug window during test play.


For details, consult "Debug Command List."

[ Editor Options ]

You can change Editor Options from "Options" -> "Editor Options." It will display the following window.
You can change the following options.

- Map Editor: Lower Layer Dimming


Set the visibility of the lower layer when editing maps.
You can choose from 5 stages of darkness.

- Map Editor: Background Display


Set whether to display backgrounds when editing maps.

- Customize Command Insert Window


Set the order of the command list and shortcut keys.
Choose a command and press 0~9 or A~Z, and you'll be able to use Alt plus that key as a shortcut for that
command.
[Create Game Data]

Accessed from "File" -> "Create Game Data." It will display the following window.
 

"Game Folder Name" and "Output Directory" are


self-explanatory. Here are some details about the
encryption settings.

[Encryption Settings]

- No Encryption
Using no encryption, just copies all important files
for the game to run (Game.exe, Game.dat,
contents of Data folder).

- Encrypt entire Data folder


Encrypts all the data in the Data folder into one
file, copying it and other necessary files.
Also, if you're including font files, please move
them to the same folder as Game.exe first.

- Encrypt some folders


Encrypts and copies the folders in Data selected
below. This can be convenient if there's a chance
of future updates.
[Tileset Settings]

Tileset Settings can be opened by clicking this icon in the Main Window.
It's in the top-right of the window, divided up by a white grid.

1: Set the name of the tileset.

2: Auto-Tile Files: Specify filenames for each individual auto-tile, placed in the first and second rows of the grid on
the right. Auto-tiles are tiles that automatically create their boundaries.
The 1/2 buttons at the top switch between the first and second rows of auto-tile files.

3: Base Tileset File: Specify an image file for the third row onward in the grid on the right.
You can click the Load button to view and select graphics.
4: Buttons to switch between four ways of editing chip settings.

- Set Passable
Set whether chips can be passed through. For details, consult "7: Passable Settings."

  

- Set Direction-Pass
Use when you want to set passability of chips from only certain directions.

  
   Symbol meanings:
→ Can pass through in that direction
- Cannot pass through in that direction

- Set As Counter
Set whether chips have the "counter" property. If there's a counter between the hero and an event, you'll be able to
trigger the event across the counter.

  

   Symbol meanings:   
■ Has the counter property Example of starting an event across a chip
- Does not have the counter property with the counter property.
- Set Tag Number
Set tag numbers for chips. The tag numbers set here can be used via the event command "Set Variable+", which
can get the tag number of a chip at a specific coordinate. It's useful for assigning various properties to chips
- for instance, changing the background depending on whether you encounter the enemy in a forest or on plains.

  
   Left-Click to add 1 to the number, Right Click to subtract 1. Tag numbers can range from 0 to 99.

   Also, tag 0 is used as a "transparent" tag.


When getting "Uppermost Tile Tag" in "Set Variable+", chips with tag 0 are ignored.

5: Export Tile Settings


You can export the selected tileset settings as a file.

6: Set Data Count


Change the total count of tilesets.

7: Set Pass
Set whether each chip can be passed through. There are six possible states, and you can change a tile's state to
one of those currently selected with Left and Right Click. (*) The symbols have the following meanings:

○ = Passable
× = Solid
▲ = Passable, and hides character if you go behind it (characters with "Slip-Through” ON will always be hidden by
this chip).
To be more precise, "characters with the same Y position or a smaller Y position as a ▲ chip are hidden behind it."
(This behavior is not affected by the "height" set by Move Route.)
★ = Passable, and always draws above characters.
↓ = Passability is based on lower layer. If there is no lower layer, it's passable.
□ (Half-Filled) = Characters on this chip will have their lower half (20/16/8 pixels) turn translucent. However, if
"height" (set by Move Route) is 1 or more, they won't turn translucent.

 * Clicking a chip while holding Shift lets you set ○ and × for each quarter-tile.
Setting ○, ×, ★, ▲ , □ while holding Ctrl lets you also assign the ↓ property.

 * Chips placed on a higher layer than ▲ or ★ chips are automatically assigned the ▲ or ★ property (★ has priority
over ▲ ).
This is because of the fundamental nature of drawing, that you can only draw on top of something else.
[Map Settings]

 Map Settings can be opened by clicking this icon in the Main Window.
 

[Filename]
The filename of this map. It's just displayed
here for reference.

[Map Size]
Set the size of the map. The units are
number of chips.

[Tileset]
Select the tileset to use to draw the map.

[Register Map]
Map files (mps extension) normally cannot
be used in-game unless their filenames are
put into System Database Type 0.
This section streamlines the process of
adding maps to System DB Type 0.

To use it, check "Register," then specify the


map name, BGM, BGS, loop settings, and
background settings.
[Common Event Settings]

 * Common Events: Events that can be called and used from anywhere in the game.

 You can open the Common Event Editor by clicking this icon in the Main Window.

 The general usage is identical to the Event Editor, so refer there. Here, we'll explain the features unique to the
Common Event Editor.
 
A. Common Event List
Generally the same as the Map Event Window in (1), but with Common Events, you can do multi-copy.

B. Event Command Section


The same as (2) in the Map Event Window.
Also, dragging and dropping a .common file here has the same effect as loading the file.

1. Arguments / Return Value


"Call Only" Common Events can define numbers or strings to take as "input." When called from another event,
they'll accept the specified number of "inputs." The number values provided for Arguments 1~4 are stored in
Common Self0~3, and the strings provided are stored in Common Self5~8, allowing the Common Event to use
these values via the CSelfs. In programming terms, these "inputs" are better known as "arguments."
The number of arguments and settings for returning result can be set from the ★-marked "Set" button. The details
are explained further down.
2. Run Condition
Set the condition which triggers the common event to run. There are four condition types.

Call Only ... Only runs when called by another event.


Auto-Start ... Runs when the condition (see below) is met.
Other events will not start when it's running.
Parallel Process ... Runs when the condition (see below) is met.
Other events can start even while it's running.
Parallel Process (Always) ... Always runs regardless of any condition.
Other events can start even while it's running.

* When you call another event from a Parallel Process event, the called
event is run as if it's a parallel event.
* Parallel events, as soon as their condition is no longer met, will have processing interrupted even if it's in the
middle of the event. (However, as a side-effect of high-speed processing, it will continue through "commands that
absolutely can't wait" like setting variables.)
They will also be interrupted if the map changes mid-event, and if the condition is still met, will resume from the
start.

3. Condition
If the Run Condition is "Auto-Start" or "Parallel Process," you can edit this section. The event will run only if the
condition specified here is met.

4. Note
This message is displayed when calling the Common Event. Use it to make notes about arguments and what the
event does.

5. Export File
Export and import Common Events as .common format files.

- Save One ... Saves the currently-selected Common Event.


- Save Multi ... Saves multiple Common Events as one file.
- Load ... Loads Common Event(s) from a .common format file. Beware, the events previously there will be
overwritten.
* If you click "Save One" while holding Shift, you can export in a text format. Make use of this for making tutorials.

6. Checkpoints
You can place checkpoints in events. Use "Add Checkpoint" to add one, and when you click "Next Checkpoint,"
you can jump to the next one. They should prove useful to insert in events you're making, or for easily seeing the
individual processes of a large event.
Also, if you check "Special Checkpoint," you can place and search for a different set of checkpoints from usual.
Insert them places like the latest parts of what you're working on.

7. Undo Button
Undoes one action done with C, V, X, and Delete. Any other actions (like adding event commands) are currently
not undo-able. Use them if you accidentally press one of the keys and it makes a mess. You can undo up to 10
times.
8. Test Play
Starts a test play; identical in function to the Test Play button in the Main Window.

9. Set Data Max


Change the number of Common Events. The limit is 10,000.

★ . Argument Settings With "Set"


Press the "Set" button to display the following window. Here you can set the number of arguments, their contents,
and return settings.

 
- Argument Names
If you set names for the arguments here, the names will be displayed when calling this Common Event, making
them easier to use.
- Special Specification
Set special ways of providing numeric arguments. You can choose from three types.

- No Special Specification
This is used by default. With this, you input numbers directly.
- Database Reference (Number)
Makes it so you pick a number while referencing the specified database type.
- Create Options (Number)
Create your own options.

- Return Result?
If you choose to "Return," then when the Common Event finishes, the value of the specified CSelf will be returned
to the caller.

★ 2. Command Search
Click the "Find" button, and the following window will be displayed.
You can search for the next command in Common Events that contains the desired string/number.

[Search Term]
Input the string you want to search for in the box.
With "search variables/values" selected, a number entry box will
be displayed.
Clicking the Search button (or pressing Enter) while holding Shift
will search in an upward direction.

[Search Target]
- Search [command text]
Searches through the command text as displayed on the
command list.

 - Search [variables/values] in commands


Searches through variables/values specified in commands.
When you want to search for a variable, use the corresponding
variable reference value.

  - Search [strings] used in commands


Searches through strings specified in commands.
Some things, like text used in string pictures,
is cut off in the command text, but by using this search method,
you can properly search the full internal string.

[Search Domain]
- Current Event Only ... Only searches inside the currently-open
event.
- All Events ... If not found in this event, it will continue to search
through events one after another.
★ 3. CSelf Variable Usage List
Click the "CSelf Var Usage List" button to display the following window.
You can view which of the current Common Event's Common Self variables are used and which ones aren't.
At the same time, it lets you give names to each Common Self variable.

However, this only lets you check those variables directly referenced using values 1600000~1600099, or chosen
from the drop-down list.
Variable calls such as \cself[?] in text will not be detected. Also, variables will be detected as used even if the data
is never referred to, only set.

  

 Also, with the Copy All and Paste All functions, you can copy all the Common Self names from one common to
another.
Paste Into Blanks Only will use the copied names only for the fields that are currently blank in the target event.

[Hidden Commands]
While on the Common Event List, the following inputs can be used to insert/remove Common Events.
- Ctrl+Shift+F6: Inserts a new Common Event.
- Ctrl+Shift+F7: Removes the selected Common Event.
However, using these functions will shift all Common Event numbers afterward.
Using these has a very high chance of making your entire game break, so please be very careful with them.

 
[Map Select]

 You can open the Map Select Window by clicking this icon in the Main Window.
 (This window has completely changed as of Ver. 1.12.)
 

1. Map List
The list of maps is displayed in a tree structure. You can do the
following two commands.

- Click Map Name: Switches the map being edited in the Main
Window to this.
- Drag and Drop Map A onto Map B: Makes Map B a child of Map A.

2. Save Tree Structure


Saves the tree structure after it's been changed. If you close the editor
without clicking this, the tree structure will have reverted next time you
open the editor.

3. Update
When map names are changed or new maps are added, the list
displayed in (1) will not update automatically. Click this button to
update the display data.

4. Allow Tree Changes


Allows modifications to be made to the tree structure. If this isn't
checked, you cannot edit the tree.

If you Right-Click a menu item, you can use the following commands.

- Create New Map: If the right-clicked map is not blank (no file), it creates a new map as that map's "child."
- Copy Map: Copies the right-clicked map.
- Paste Map: Pastes copied map as a "child" of the right-clicked map. The map file is copied to a separate
filename. (If you copy Test.mps, it becomes Test_2.mps. This continues up to ~_9.mps.)
- Delete Map: Asks if you want to delete the right-clicked map's map file (mps) as well. Deleted data cannot be
brought back.
- [Left] Move to Parent Level
- [Right] Move to Child Level
- [Up] Move Up
- [Down] Move Down

You can also use the following shortcuts.

- N ... Create New Map


- C ... Copy Map
- V ... Paste Map
- Delete ... Delete Map
- Shift + Up/Down ... Moves the chosen map up and down (within the same depth).
- Shift + Left/Right ... Moves the chosen map in the parent/child direction.

These functions are the same as those in the Right-Click menu.


[Map Creation Flow]

This explains three main elements of creating and using maps: creating a new map and registering it in the
System Database, setting the game start position, and registering positions.

But first...
[What is a Map?]
Maps in WOLF RPG Editor are made out of small square images referred to as "map chips." In-game, characters
move on these maps.

[What are Layers?]


   Clicking these 1~3 buttons in the Main Window lets you select a layer. The three layers can be
considered three sheets of transparent film: you place map chips on these individual layers, and in the game, the
three layers are stacked on top of each other to display a combined image.
The ordering of the layers is 1 (lowest) -> 2 -> 3 (highest).
The Event Layer, switched to using the Ev button, is a layer exclusively for placing events on.

Now, let's move to the next step.


    [1. Creating a New Map and Registering It]
[1. Creating a New Map and Registering It]

This explains how to create a new map and register it to the System Database. In WOLF RPG Editor, maps must
be registered in the System Database to be used in-game.

First, let's make a new map.

 
 Clicking this icon on the left side opens the "Create New Map" window.

[Map Save Folder and Filename]


Choose the folder you want to save in from the pull-down
menu on the left, and type the filename you want to use in
the text box on the right.

[Map Size]
Set the size of the map. The units are number of chips.

[Tileset]
Select the tileset to use to draw the map.

[Register Map]
Map files (mps extension) normally cannot be used in-game
unless their filenames are put into System Database Type 0.
However, by specifying a slot to register to here, you can
easily add them to System DB Type 0.

 "Register" is checked by default, so just select a "Slot," a


map name, looping settings, BGM, BGS, and background
settings.
Note that the "map name" here has no usage in-game; its
purpose is to help you distinguish maps when you're editing.
Set it to whatever you want.
            ↓ Input Example
 Fill in at least the parts in red boxes and press OK,
and you'll be all done with creating a new map and
registering it to the System Database.
Even if you don't properly set up everything at first,
you can change the settings later from
“Map Settings” in the Main Window.

 That's all for creating a new map and registering it, but this new map has nothing drawn on it, so let's make
something.
Clicking the Layer Select buttons will display the Map Chip Window. Select map chips from there, and place them
on the map like so.

 Once you've drawn your map, click the Save icon to save it. Once you save, the "*" in the title bar will disappear.
This "*" indicates whether the map has been changed since it was last saved, so you'll see it appear when you
draw anything or create events.
 

 Through the process above, you can create a new map, register it to the System Database, and draw chips on it.
Now, we'll explain how to set the game start position.

   [2. Set Start Position]


 
[2. Set Start Position]

This explains how to set the position you start from when you start a new game.

First, with the "Event Layer" selected in the Map Editor, Right Click the spot you want to set as start position. The
following menu will appear.

 
 
 From this menu, select "Set Game Start Position." The following window will be displayed.
 

 The map number and the coordinates you Right-


Clicked will automatically be entered into the red-boxed
fields.
Generally, you don't need to change anything and can
just click OK.

* If a map is not registered in the System Database, its


"Map ID" cannot be automatically entered (it'll always
end up as 0). In this case, either first register it to the
System Database from “Map Settings”,
or manually input the map number you plan to give it.

        ↓ After clicking OK, try clicking the “Test Play” button to start the game.
 Just like that, you'll now start
from the specified position.

 Through the process above, you can set the game start position. These are the most essential things you need
for making games, but as a bonus, here are explanations of "Registering Positions" and the "Auto-Create Map
Function."

   [Registering Positions]

   [Auto-Create Map Function]


 
 
[A. Registering Positions]

WOLF RPG Editor lets you store not only a start position, but other positions which can be transferred to. This is a
similar process to "2. Set Start Position."

With the Event Layer selected, Right-Click the position you want to register. The following menu will appear.

 
 
 From this menu, select "Save Position to DB." The following window will be displayed.
 

[Slot]
Select where to save this position in System Database
Type 7. The contents of this slot are displayed below
(the part that says "System DB Type 7-01 Map 01:
Test~").

[New Slot Name]


The name given for the position. It has no usage in-
game; its purpose is to help you distinguish positions
when you're editing. Set it to whatever you want.

[Map ID, X, Y]
No real need to mess with these.

 * If a map is not registered in the System Database,


its Map ID cannot be automatically entered,
so registering it to the System Database from
“Map Settings” before you register positions in it
is recommended.
 
            ↓ Input Example
 The destination slot was changed to "02" (which is
empty), and "Hello Benny!" was inputted as a new
name for the position. Nothing else was changed.
Now just click OK.

With this, you've registered a transfer position.

 Using the following process, you can use registered positions as destinations in the event command "Transfer."
  

 The newly-registered position "02:Hello Benny!" can now be selected. If it isn't showing up after registering, click
the "Update Data" button on top.

That's all for the explanations regarding maps.


[B. Auto-Create Map Function]

WOLF RPG Editor includes an automatic map creation function. When you're tired of making maps or lacking
inspiration, it can be a useful aid.

To auto-generate a map:

 
 Click this icon, and the below "Auto-Generate Map" window will appear.
For general usage, follow steps 1 to 4 below.

          
  ↓ Upon clicking "Fill With This"...
The map will be generated like this, as in the preview, on the specified layer.
However, this is still a rough map; you'll probably want to edit it and add decorations
to make it look nicer.

[Thanks] This map-generation algorithm is thanks to Het. Thank you for your assistance.
        Het's Website: http://d.hatena.ne.jp/Het/

 
[Creating Events]

An "event" in an RPG can be a townsperson, a sign, a door, a chest, or anything else that causes some reaction
when checked. This section describes the process of creating events.

To create an event, with the "Event Layer" selected on a map, Right Click the place you want to place the event
(you can also double-Left Click to immediately start editing an event).

 The following menu will appear. Select "Event Create/Edit." This will display the following Event Edit Window.

 Read this for detailed explanations of everything in this window.

 [About the Event Edit Window]


[Event Window]
 

[Operation Inside the Event Window (11)]

- Edit Event Commands ... Double-click the event command you want to edit.

- Controls for manipulating event commands:


C: Copy
X: Cut
V: Paste
Delete: Delete
Space: Edit Event Command
Enter: Display Event Command Insert Window
T: Jump to Top of Selection Range
B: Jump to Bottom of Selection Range
For other shortcut keys shared with the Event Command Insert Window, consult "Event Command Insert Window."

 - Right-Click Menu

  
Open Command Insert Window: Same as (12).
Edit Command: Same as double-click.
Cut/Copy/Paste/Delete: Same as X/C/V/Delete.
Jump to Start of Selection: Shows start of current selection. Useful when condition branches get long.
Jump to End of Selection: Shows end of current selection. Useful when condition branches get long.
Copy Command String to Clipboard: Copies the text of the selected commands to the Windows clipboard as-is.
Copy Event Code to Clipboard: Copies selected event commands to the Windows clipboard as text data that
WOLF can process.
Paste Event Code from Clipboard: Pastes text data on the Windows clipboard as WOLF event commands.
As long as the format is correct, you can paste code from a browser or Notepad.
However, if you edit the contents to have unexpected parameters, it will not function properly.
* Code Example (If you copy the below text, from "WoditorEvCOMMAND_START" to "END",
you can use "Paste Event Code" to paste it in as an event command.
There cannot be any blank space at the top.)
WoditorEvCOMMAND_START
[103][0,1]<0>()("WOLF RPG Editor will continue to evolve!")
WoditorEvCOMMAND_END

[Section Explanations]

1. Map Event List


A list of all the events that exist in the current map. Clicking on an event name will open that event.
Double-clicking will move the map to the location of that event.
Also, you can cut/copy/paste/delete events from the Right Click menu.

2. Name / New Page, Copy, Delete, Paste


Input a name for the event in the name field. If you don't put anything in, it will automatically use the graphic
filename. It has no in-game meaning, so set it to whatever you like.
The "New Page/Copy/Delete/Paste" buttons are used to add and delete event pages. You can have from 1 to 10
pages, and events will give execution priority to the higher-number pages. Also, the "<" to the left of New Page
adds a new page to the left of the current one, while ">New Page" adds a page to the right.

3. Page Buttons
Select the event page to edit.

4. Set Event Graphic


Double-click this area to select a character graphic.
Note that if you select a map chip to use as an event graphic here, the Shadow Graphic (10) will not be displayed.
Shadow graphics will only be displayed for character chips.

5. Move Route
Select a movement route for the event. There are four options: "Don't Move," "Custom," "Random," and
"Toward Hero."

- Don't Move ... Won't move at all.


- Custom ... Set up your own route. Click the "Route" button to display the “Move Route Window.”
- Random ... Moves in random directions.
- Toward Hero ... Approaches the player character. However, if too far away, it will move randomly instead.
 You can also set move speed, move frequency, and animation speed. Their effects are as follows.

- Move Speed ... As the name implies, the speed at which the event moves.
- Move Frequency ... Generally, events pause after moving 1 tile. Increasing Move Frequency lets you reduce the
length of that pause. Setting it to "Every Frame" results in moving without stopping.
- Animation Speed ... The speed at which the event's animations advance. Setting it to "Every Frame" will make it
wriggle at incredible speeds.

6. Options
Set event behavior and features. Checking these options will turn them on.

- Idle Animation ... Event will animate while not moving.


- Move Animation ... Event will animate while moving.
- Fixed Direction ... Event's facing direction will remain fixed.
- Slip-Through ... Makes it possible to pass through event.
- Above Hero ... Event will display above hero.
- Square Hitbox ... Makes the size of the event (the hitbox) 1 tile by 1 tile. If off, it will be 1 tile wide by 0.5 tiles
high.
- Place Half-Step Up ... If this option is on when entering map, event will be placed 0.5 tile above where it is
placed.

7. Trigger Condition
Select the condition by which the event is triggered. There are five types.

- Confirm Key ... Starts the event if you press Confirm while on top of the event (if the event is not solid) or with
the event directly in front of the hero. If the event is not solid, both halves of the hero must be overlapping it to
trigger.
- Autorun ... Automatically executes when the conditions are met. While running, other events cannot run (except
parallel events).
- Parallel Process ... Executes repeatedly as long as the conditions are met. Other events can start while it's
running. Note that if a parallel process calls an event, that event is run as a parallel event.
- Player Touch ... Starts only when the player touches the event. For Player Touch, the Hero's X position must
be exactly the same as the event's.
- Event Touch ... Starts when the player touches the event, or if the event touches the player. The event will
trigger repeatedly as long as the event and player are overlapping. For Event Touch, as little as a quarter-tile
of the Hero's hitbox must overlap the event.

8. Event Start Conditions


Input the conditions necessary to run the current event page. These conditions are things like "when a variable is a
certain value" or "when it's above a certain value." You can set up to 4 variable conditions at once, and all of them
must be met to trigger that event page.

9. Range Extension
For the case of the "Confirm Key," "Player Touch," or "Event Touch" Trigger Conditions, extends the trigger
area for the event. Use this to make a single event that spans more than one tile.
10. Shadow Graphic
Select a shadow graphic (read from System Database Type 9). Has no real purpose if not using shadow graphics.
Note that if you selected a map chip as the event graphic, shadow graphics will not be displayed.

11. Event Command Display Box


All event commands for the current event and page are shown here.

12. Show Command Insert Window


Click the "Command Insert Window" button to show the following window for adding event commands. This is
essential for making events.

  

13. Save (Entire Map) / Test Play


The "Save (Entire Map)" button saves the map you're working on.
The "Test Play" button starts a test play, just like the "Test Play" button in the Main Window. When you change
an event and want to test it, it's handy to click "Save" and then "Test Play."

14. Add Checkpoint / Next Checkpoint


Adds checkpoints among the event commands. Clicking the "Add Checkpoint" button will add a checkpoint like so.
 

Click the "Next Checkpoint" button to move to the location of the next checkpoint. When making large events,
placing checkpoints in important or work-in-progress sections can help development.
Also, if you check "Special Checkpoint," you can place and search for a different set of checkpoints from usual.
Insert them in places like the latest parts of what you're working on.

 
[Move Route]

  

This explains the character Move Route Window. This window appears in two different places:
- In the Event Editor, setting Move Route to "Custom" and clicking the "Route" button
- In event command "Event Control," clicking the "|Move Route" button

[Move Route Window Controls]

C: Copy
X: Cut
V: Paste
Delete: Delete
[Section Explanations]

1. Target to Move
Select which event (or player character) to move. You can also specify the character to move via Self Variables or
Normal Variables; variables are included at the bottom of the pull-down list.
When using Self Variables and Normal Variables to specify a target, the values match up to events like this:

0 or more = The event with that ID


(Example: If the variable contains 2, Event ID 2 is moved)
-1 = This Event
-2 = Hero (Front of the line)
-3 = Member 1 (Second in line)
-4 = Member 2 (Third in line)
-5 = Member 3 (Fourth in line)
-6 = Member 4 (Fifth in line)
-7 = Member 5 (Sixth in line)

2. Move Actions
A box showing the actions to perform.

3. Repeat Actions / Skip Impossible Moves


If "Repeat Actions" is on, the specified actions will be repeated over and over.
If "Skip Impossible Moves" is on, actions that can't be completed are skipped. Be warned: If this is not checked,
and a situation arises where the character can't move, it won't move to the next action and the game may be stuck.

4. Move Command
A group of commands to move around the map. The eight direction buttons make the character take 1 step in that
direction, and the rest are as written. Explanations for some special ones:

- Jump ... Makes the character jump the distance specified in the "Right" and "Down" boxes. A distance of 0 right,
0 down means jumping in place. To move left or up, put negative values in the Right/Down boxes.
- Approach Event EvID[ ] ... Take one step toward the specified event. If 8 directions are allowed, it can move
diagonally, but if only 4 are allowed, it will follow with 4 directions only. Variables can be used in this field (example:
input 2000000 to approach the event given by the value of Normal Variable #0).
- Approach Position X[ ] Y[ ] ... Take one step toward the specified position. Otherwise, works just like "Approach
Event."

5. Direction Command
A group of commands used to change the event's facing direction. Here are the ones that warrant explanation.

- Turn Right/Left (45/90) ... Turns one "angle unit" to the right or left. For example, if using 8-directional graphics,
it turns 45 degrees right, but with 4-directional graphics, it turns 90 degrees right.
- Turn Left/Right Random ... Like the above, this turns one "angle unit" right or left.
6. Set Graphic / Set Opacity / Play Sound / Wait
Performs these actions making use of the value in the box above. To change graphics, you must first set them up
in System Database Type 8, and to play sounds, they must be set up in System Database Type 3. You can also
specify variables in this field (example: input 2000000 to use the value of Normal Variable #0).

7. Set Variable
Use to change the value of a variable mid-Move Route. It's possible to use this for such things as triggering an
auto-starting event once the route finishes.

8. Set Speed/Frequency
Set Move Speed, Move Frequency, and Animation Speed. Refer to "Event Window" for their meanings.

9. Other Settings
A group of commands for changing event options, switching between half-tile/full-tile movement, and changing the
event's animation pattern.
[File Select]

  

 This explains the file selection window. This window is displayed in the following places:

- In the Event Editor, double-clicking the character graphic box


- In Basic Game Settings, clicking "Load" for Starting Hero Graphic
- In event commands, clicking "Load" or "File" buttons to specify files
- In Databases, clicking the "File" button for Fields defined in the Type settings as files to load

[Section Explanations]

1. Folder Select
Select the folder where the file to load is stored. You can only choose folders inside the "Data' folder.

2. File List
Click here to select a file. Sometimes only files of a certain extension are shown (example: when selecting an
image file, only png, jpg, jpeg, and bmp files are shown).
Double-clicking will open the file in the appropriate application defined by Windows. For instance, MP3 files may be
played in Windows Media Player.
3. Preview Window
Shows a preview of image files. Images with transparent colors or alpha blending won't display properly, but they
won't have a problem in-game.
Also, when selecting character graphics in the Event Editor or Basic Game Settings, an inverted mesh border is
displayed. This lets you choose the character's direction and initial animation pattern.

4. Image Display Type


Used only when selecting character graphics in the Event Editor. Works the same as display type in "Picture."

5. Opacity
Used only when selecting character graphics in the Event Editor. Set the initial opacity of event graphics (255 is
fully opaque, 0 is fully transparent.)
[Formula Explanation / About Variable Shorthand]

 Formula Explanation
 About Variable Shorthand (Such as V?, S?, Sys?, CSelf?)

[Formula Explanation]

This explains the assignment operators seen in some event commands. First, some terminology: the destination of
the assignment is called the "left side," the method of assignment is the "operator," and the value being assigned
is the "right side." These can be seen in the event command "Set Variable" like so.

* Important note about calculations:


For the sake of optimization, WOLF RPG Editor does not perform a number-limiting process when using Set
Variable in Common Events.
What does that mean, you ask? If you add to a number causing it to go over the limit value of 2,147,483,648,
the value will overflow, making it become -2,147,483,647.
So please construct Common Events in such a way that values do not exceed ±2 billion. This issue will not happen
with map events.

→ Also, if any of the check-boxes in Set Variable are checked, or if you use variables other than Self Variables or
Normal Variables, this "optimization" will not happen, so values will be limited to ±2 billion.

(Assign Destination) (Operator) (Assign Value)


Left Side = Right Side
Operator Name Meaning
= Assignment Assigns the right side to the left side as-is.
+= Addition Adds the right side to the left side.
-= Subtraction Subtracts the right side from the left side.
*= Multiplication Multiplies the left side and the right side.
/= Division Divides the left side by the right side.
%= Remainder Assigns the remainder from division of the left side by the right side.
If the right side is bigger than the left side,
Lower Bound
assigns the right side (the "lower limit") to the left side.
If the right side is smaller than the left side,
Upper Bound
assigns the right side (the "upper limit") to the left side.
If the right side is negative, changes it to positive and assigns to the left side.
Absolute
If the right side is positive, no change is made.

There are also these three operators exclusive to the "Set Variable" command.

Operator Name Meaning


The two values of the right side are the X vector and Y vector.
Put the X and Y vectors of the slope into the right side,
Angle[x10] of Slope arctan and the "slope of the angle (in degrees)" x10 will be assigned to the left side.
(Note:
For the X vector, right is positive, and for the Y vector, down is positive.)
Put an angle in degrees x10 on the right side,
and "the sine of that angle" x1000 will be assigned to the left side.
sin[x1000] of Angle[x10] sin
(Example:
If right side is 600 [60°], the left side will be set to 866 [sin60°=(√3)/2=0.866].)
Put an angle in degrees x10 on the right side,
and "the cosine of that angle" x1000 will be assigned to the left side.
cos[x1000] of Angle[x10] cos (Example:
If right side is 600 [60°], the left side will be set to 500 [cos60°=0.5].)

Also, there are two special operators that are only used between the two values of the right side.

Operator Name Meaning


Gets the result of "anding" the bits of the two right-side values.
Bitwise &
(Example: The bitwise & of 5 (101) and 3 (011) is 1 (001).)
Gets a random value within the range of the two right-side values.
~ Random
"3~6" can return any of the values 3, 4, 5, or 6.
[About Variable Shorthand]

Parts of WOLF RPG Editor represent variables with abbreviations. (Example: V1 = CSelf1 + 5).
This outlines what these variable abbreviations are. Note that the "?"s are places where a number goes.

Variable Type Meaning


V? Number Normal Variable #?
V?-? Number Spare Variable #?-?
S? String String Variable #?
Self? Number (Map Event's) Self Variable #?
Common Self Variable #?
CSelf? Number/String
#5~9 are strings, the rest are numbers.
Sys? Number System Variable #?
SysS? String System String #?

 
[Event Command List]

Event Command "Show Message"

 An event command that displays messages.

 
[Section Explanations]
1. Message Input Box
 Input the message you want to display here. You can also use special characters like \v[?] and \s[?] in the input.
2. "Clear On Insert" Checkbox
If this is checked, the message area will be cleared every time you click the Insert or Comment buttons.

3. "Insert" Button
Adds a message command using the text you entered. This message will be displayed in-game.

4. "Comment" Button
Writes the text you entered as a comment. Comments are like notes you can place among commands for the
purpose of helping you in development, and have no effects when the game is run. It's recommended you add
commands to complicated processes so you can more easily understand them when looking at them later.
Also, unlike normal messages, putting linebreaks in comments will make those linebreaks be reflected in the event
command list.

5. "Debug Text," "Clear Debug" Buttons


Writes the text as a debug message and clears the debug window, respectively.
These work only when using the debug window.
To make it easy to trace debug messages, "MapEv#/CommonEv#/Line#" is automatically added to the end of them.
* Using "Clear Debug -> Debug Text" repeatedly will essentially let you have information update in real time.
* Naturally, if you perform "Debug Text -> Clear Debug" in that order on the same frame, nothing will be displayed.

For details on the Debug Window, refer to "Debug Command List."


6. "Force Close Message" Button
A function useful only for parallel events. If this is called while a message is displayed, the current message is
forcibly closed.

[Show Message Example]

 * In the default state, no message box or face graphic is displayed; such systems must be made with Common
Events. There's an example in the Sample Game, so you can refer to that.

[Special Functions]

- Face Graphic Number Input


If you put "@" followed by a number in the first line, then a linebreak, that value will be put in System Variable #0
"Face Graphic Number" right before the message is displayed. This allows you to both change the face graphic and
display text in a single event command, simplifying your commands.
 
Usage Example:
@5
Input it like this, and it'll use Face Graphic #5.
Though you need to have a Common Event to display faces!

- Auto-Insert Via Double Linebreak


With "Clear On Insert" checked, if you linebreak twice in a row, the message will insert automatically. This can
speed up entry of multiple messages, as you don't have to move your hands off the keyboard.
Also, if you hold the Shift key while linebreaking twice, the text will be inserted as a comment.
Event Command "Show Choice"

 Displays up to 10 choices, from which the player can select.

[Section Explanations]

1. Cancel Case
Which case to go to when the Cancel button is pressed. "Separate" creates a separate case for pressing Cancel,
and "No Cancel" prevents the choice from being canceled with Cancel.

2. Choice Input Boxes


Input the contents of each choice. If blank, that choice will not be selectable in-game. You can also use special
characters like \s[?] and \v[?] (?=number) in these.

3. Left Key Case / Right Key Case / Force Exit Case


If "Left/Right Key Case" is on, a special case is used if that key is pressed while displaying choices. Think of it as
the "Left/Right" version of the separate Cancel case.
"Force Exit Case" lets you define a case for when a "| Force Close Choice" occurs.

4. | Force Close Choice


Forcibly closes choices being displayed. This command must be executed from a separate parallel event. To name
a use example, you could use it for a quiz with a time limit.
[Show Choice Example]
 

 
 As long as choice graphics are set up, choices are automatically displayed in a window.

[Special Functions]

- If the string is empty, that choice is removed.


When nothing is written in the textbox, that choice does not show at all in-game and cannot be selected. This also
holds true when special characters like \s[?] (displays String #?) are used and result in an empty string. Thus, when
used properly, it's possible to toggle whether certain choices are included.

 
Event Command "Set Variable"

 Changes the value of a specified variable or does calculations.

[Section Explanations]

1. Assigned-To Variable
Select the variable to assign to.

- Self/Var/Sys/VarDB ... Select the type of the assigned-to variable. From left to right: Self Variables, Normal
Variables and Spare Variables, System Variables, and the Variable Database.

- Use Variable[X] ... Uses "variable #[value of specified variable]." For instance, if you specify "Normal Variable #0,"
and the value stored in Normal Variable #0 is 2000005 (represents Normal Variable #5), the variable that is
ultimately assigned to is "Normal Variable #5."

2. Set Variable Options

- Bound Result to ±999999 ... Makes it so that values will not cross over into the domain of variables (1,000,000 or
more). Since the value of a variable crossing 1,000,000 would make it refer to the value of another variable, this
check is meant to prevent that. If this is on, resulting values 1,000,000 or more change to 999,999, and values
-1,000,000 or lower change to -999,999.

- Real Number Calculation (Round Down) ... If this is on, the internal calculation will temporarily use real numbers
instead of integers, thus accounting for decimals. For example, when calculating "100 *= 3/2", turning real number
calculation on will use "100 *= 1.5", resulting in 150. With real number calculation off, it will internally become "100
*= 1 (with integer arithmetic, 3/2 is treated as 1)", so the result is 100. This would mainly be key for things like
battle formulas.

3. ~ (Range Option)
Turn this on to process multiple variables all at once.
For instance, if you select "V0 (Normal Variable #0)" as the starting point and enter "4" for the range, V0 through
V4 will all be processed at the same time.
4. Operator
Set the assignment method. You can select "=", "+=", "-=", "*=", "/=", "%=", "Lower Bound," "Upper Bound,"
"Absolute," "Angle[x10] of Slope," "sin[x1000] of Angle[x10]," or "cos[x1000] of Angle[x10]." For detailed
explanations, refer to "Formula Explanation."

5. Assignment Values
Set the value to assign here. You can use two variables or integer values at once.
If you specify a string variable, that string is converted to a number. However, only strings that begin with a number
can be properly loaded in like this.

- Manual/Self/Var/Sys ... Select the type of value to load. If you use Manual and just put in the reference codes for
variables, you don't have to change modes.

- Don't Refer to Data ... Won't refer to variables when values are 1,000,000 or greater, instead treating them as
normal integers.
- Use Variable[X] ... Same as "Use Variable[X]" in (1).

6. Set Variable Name


This section lets you quickly assign names to variables and increment the variable maximum. Select the variable
you want to configure from the pull-down list, enter the name to assign, and click Assign Name.
The "Copy" button copies the name of the current variable in the pull-down list to the "Variable Name" box below.
The "Size+1" button adds one to the maximum of the current variable type. For instance, if V3-1 (#1 in Spare
Variables 3) is showing, Size+1 will add one to the size of Spare Variables 3.

When the name entry textbox is selected, you can use the following shortcut keys.
- Up/Down ... Change variable you want to change the name of.
- Enter Key ... Set name; same as clicking the Assign Name button.
- Shift + ↓ ... Copy target variable's name into name box; same as clicking the Copy button.
- Shift + ← ... Clear the name field.

* "Clear" Button ... Resets the contents.

[Special Functions]

- You can convert strings to numbers.


If a string variable (example: 3000000/String Variable #0) is given as a Right Side value,
that string can be converted to a number and used.
However, these strings must begin with a number to be read properly.
(Examples: The string "234" becomes 234 as expected, but "82g1A" becomes 82, and "A42" becomes 0.)
* This feature should be useful when reading data from external text files,
or as a way of storing large amounts of numbers in a single string variable.
 
Event Command "DB (Database) Management"

 Can read values from each database, or change values in the Variable Database.

[Function Explanations]
1. "VarDB/SysDB/UserDB" Buttons and "Into Database/Into Variable" Buttons
Select which database to act on, and which process to use. "Into Database" only works on the Variable DB, so
"Into Variable" is always selected when using the other databases.
2. Database Target
Specify the database type number, data number, and field number you want to process (or read from). You can
also specify variables like 2000000 (Normal Variable #0) in these.

If you specify a type number and check "Get Data Count" or "Get Field Count," the variable will be assigned the
number of data entries/fields in that type.
You can provide numbers and "Get Type Name," "Get Data Name," or "Get Field Name." You can also provide
names and "Get Type Number," "Get Data Number," or "Get Field Number."

If you specify a type number and choose "Reset All Data," that Variable DB type will be completely reinitialized.
Providing a type number and a data number and choosing "Reset All Fields" lets you reset only a specific data
entry. Note that the values used for initialization are those defined as default values in "Type Definition" (which
may differ from the values at game start).

 Finally, if you check "Name" above each input field, you can refer to database types/data/fields by name. If the
Data ID Specification in the Variable DB is set to "Same As First String Data," use the initial name it has at game
start; this will work regardless of changes made during the game. Be warned that you cannot refer to variables with
special characters. (For example, if you input "\cself[5]", it won't search for the contents of Common Self 5, but
rather the string "\cself[5]".)

3. Variable to Process
Specify the variable to read from (or act on). For the meaning of operators like "=", refer to "Formula
Explanation."

4. Import CSV to DB / Export to CSV


Allows you to save the data of a database to a CSV file mid-game, and read data from a CSV file. (A CSV file is a
comma-separated text data file.) You can even overwrite the User DB, but if you're calling data entries by name,
things can behave strangely. This is because the connection between data names and data numbers is only made
once at game start for optimization's sake, so changes are not reflected.
Event Command "Set Variable+"

 Reads special values into the specified variable, and does calculations.

[Section Explanations]

1. Assigned-To Variable
Select the variable to assign to.

- Self/Var/Sys ... Select the type of the assigned-to variable. From left to right: Self Variables, Normal Variables and
Spare Variables, and System Variables.

- Use Variable[X] ... Uses "variable #[value of specified variable]." For instance, if you specify "Normal Variable #0,"
and the value stored in Normal Variable #0 is 2000005 (represents Normal Variable #5), the variable that is
ultimately assigned to is "Normal Variable #5."

2. Set Variable Options

- Bound Result to ±999999 ... Makes it so that values will not cross over into the domain of variables (1,000,000 or
more). Since the value of a variable crossing 1,000,000 would make it refer to the value of another variable, this
check is meant to prevent that. If this is on, resulting values 1,000,000 or more change to 999,999, and values
-1,000,000 or lower change to -999,999.

3. Operator
Set the assignment method. You can select "=", "+=", "-=", "*=", "/=", "%=", "Lower Bound," "Upper Bound," or
"Absolute." For detailed explanations, refer to "Formula Explanation."
4. Assignment Value: "Character"
Get info about heroes or other event characters, such as their position. You can retrieve the following data:

- X/Y Pos (Standard) ... The X/Y coordinate, in 1-tile units.


- X/Y Pos (Precise) ... The X/Y coordinate, counting 1 for every 0.5 tiles.
- Elevation (Pixels) ... The event's current height in pixels (can be set with character state variables starting from
9100000~).
- Direction (1~9, Matches Numpad) ... The character's facing direction. For mapping of directions to numbers,
refer to Chart A below.
- Screen X/Y ... The current screen coordinate in pixels. For example, if the character is in the center at 320x240
resolution, X is 160 and Y is 120.
- Shadow Graphic # ... The number of the shadow graphic set for the event.
- Current Location Tile Tag ... The tag number of the tile at the event's location.
- Event ID ... The target event's ID. Only useful when target is "This Event."
- On Screen? (1=YES 0=NO) ... Returns whether the target is currently within ±1 tiles of the screen (at 100% map
zoom). If inside that area, the value is 1. Could be used for parallel events where you don't want to process off-
screen events.
- Active Page (0=N/A, 1~=Page #)...The target's currently-running event page. If there isn't one running, returns 0.
- Run Condition (0: Confirm, 4: Event Touch) ... The run condition for the target's active event page. 0 = Confirm
Key, 1 = Autorun, 2 = Parallel Process, 3 = Player Touch, 4 = Event Touch.
- Range Extend X/Y ... The target's range extensions.
- Animation Pattern [0-4] ... The current pattern number of the current animation. Three-frame animations range
from 0 to 2; five-frame animations range from 0 to 4.
- Moving? [1=YES 0=NO] ... Returns 1 if the character is mid-movement (between tiles).
 
7 8 9
4 6
Chart A
1 2 3

5. Assignment Value: "Position"


- "Precise" Checkbox ... If turned on, the coordinates you give are considered to be in half-tile units (2 units = 1
tile).

Get info about the specified X/Y position on the map. You can retrieve the following data:

- Event ID (N/A: -1) ... The ID of the event at this position. If no event exists there, -1 is returned.
- Passable (Tile Only) ... The passability of the tile at this position.
- Passable (Tile + Event) ... The passability of the position, accounting for both events and tiles. In short,
determines "whether the hero can pass through."
- Uppermost Chip # (0: Clear/1-15: Auto/16-: etc.) ... The chip number at this position on the uppermost tile
layer. Transparent chips on Layer 2/3 are ignored. 0 is a transparent chip, 1~15 are auto-tiles, and 16 onward are
basic tiles.
- Layer 1/2/3 Chip # ... The chip number at this position on that layer.
- Uppermost Tile Tag ... The "tag number" of the tile at this position on the uppermost layer. Layers on which the
tag is 0 are ignored.
- Layer 1/2/3 Tile Tag ... The "tag number" of the tile at this position on that layer.
6. Assignment Value: "Picture No."
Get info about the specified picture number. You can retrieve the following data:

- X Position/Y Position
- Image Size (Width/Height) * This is the size at 100% zoom.
- Pattern #
- Opacity
- Angle
- Zoom (Width/Height)
- Mouse Cursor Hover? (1=YES)
Returns 1 when the mouse cursor is inside the picture's area.
- Picture In Use? (1=YES)
Returns 1 if the picture number is being displayed, and 0 if it's cleared.
It's useful for checking if that picture number is already being used.
- String Done Displaying? (1=YES)
If the picture is a string picture, returns 1 if the string is done fully displaying.
If it's still in the middle of displaying, returns 0; if it's not a string picture, returns -1.
- [Free Mode] Top-/Bottom- Left/Right X/Y
If the picture is being drawn in free transform mode, you can get its various position values. If the picture doesn't
exist, -1 is returned; if it's not in free transform mode, 0 is returned.

 * Be warned that the picture info you get here ignores adjustments made with "Effect."

 [* Mouse Cursor Hover? (1=YES) Supplement 04/13/2010]


This check is dependent on when the screen redraws,
so when frameskip is used, the info may update a few frames late.
Also, due to the nature of the function, if you move a picture on the same frame using a Process Time of 0,
this will not be reflected either. Keep these things in mind when using.

7. Assignment Value: "Other"


Get miscellaneous info. You can retrieve the following data:

- Current Map ID
- Playing BGM/BGS #
- BGM/BGS Position (ms / For MIDI, Ticks)
- Current BGM/BGS Length (ms / For MIDI, Ticks)

- Mouse Left/Middle/Right Click State (Normal = 0, Hold = 1, Press = 2)


The state of each mouse button. When the button is not held, it returns 0.
When clicked, the value returned is 2 for that single frame; if it continues to be held afterward, the value will be 1.

- Mouse Wheel Delta (Change from Last Frame)


How much the mouse wheel was spun since the last frame.
Be careful about checking for values 2 or more, as it may differ depending on the player's environment.

- Mouse X/Y Delta (Change from Last Frame)


How much the mouse X/Y position changed since the last frame.
- Event ID at Mouse Position (Smaller ID Priority, -1 for None)
The ID of the event the mouse cursor is currently over. If there is none, returns -1.
If an event's "Square Hitbox" flag is on, its ID may be returned if the cursor is over a 1 tile x 1 tile hitbox.
If the flag is off, the area of its hitbox is 0.5 tiles high x 1 tile wide.
If there are multiple events at the cursor position, the event with the lowest ID is chosen.

- ID of This Map Event (In Common, Caller's ID)


As it says, the ID of the map event that is processing this command.
When called in a common event, it returns the ID of the source map event that called it.

- Map Size (Width/Height)


The size of the current map.

- ID of This Common Event (-1 Outside Common)


As it says, the ID of the common event that is processing this command. If it isn't a common event, returns -1.

- Active Auto/Touch/Confirm Event ID [+500000 For Common]


Call this in a parallel event to get the ID of the currently-running auto/touch/confirm-triggered event.
If said event is a common event, the value is 500000 + the ID.

- Active Event Line [Auto/Touch/Confirm Events]


Call this in a parallel event to get the number of the line being processed
in the currently-running auto/touch/confirm-triggered event.
 
Event Command "Set String"

 Manipulates string variables, and can take typing input from the keyboard.

[Section Explanations]

1. Assigned-To Variable
Select the string variable to assign to.
When using "Indicate By Number Var," put a value 3000000 (String Variable #0) or more in a Normal/Spare
Variable.

2. Assignment Method
The methods of assignment to the variable are as follows. The assigned-to variable is referred to as the "left side,"
and the string being assigned is the "right side."

"=" ... Sets the left side to the right side as-is.
"+=" ... Appends the right side to the end of the left-side string variable.
"Copy First Line Of..." ... Sets the left side to just the top line of the right side.
"Cut First Line Of..." ... Cuts the top line of the right side, and sets the left side to it. In other words, this removes
the first line from the right side.
"Cut First Character Of..." ... Cuts the first character of the right side, and sets the left side to it.
Special codes are a special case; cutting once from \A+ will get "\A+", cutting once from \c[1] will get "\c[1]",
etcetera. Codes that contain strings like \r[X,A] will cut only the "\r[" part.
"Load File Contents..." ... Loads the file with the filename given by the right side, and stores its contents in the
left-side string variable. Use the format "Data\\test.txt" (using two \s is safer) for the right side.
"Export Variable to File..." ... Saves the contents of the left-side string variable to a file named by the right side.
"Get File List of Folder..." ... Gets a list of files in the folder given by the right side, and sets the left side to it. Each
file has its own line in the stored string, so use "Cut First Line Of" to process individual file names. Note that
encrypted folders are not supported (they'll return <<ERROR>>).
"Remove Instances of String..." ... Removes all instances of the right-side string found in the left-side string.
(Example: If left side is "aeiou", removing all instances of "i" makes the left side "aeou".)
"Replace Strings As Below..." ... Replaces all instances of the left input with the right input within the left-side
string. (Example: If left side is "aeiou", replacing "e" with "o" makes the left side "aoiou". When reading a comma-
separated data file (CSV), you can use this to replace ","s with linebreaks, allowing you to then process line by line.)

* With skilled use of the file export and cut line/character functions, you can trade character data with other people!

3. String to Set
The string to set can be specified in one of four ways.

- Manual Entry ... Manually enter text. You can use special codes like \v[?] or \s[?] here.

- String Variable ... Read another string variable.


- Keyboard Input ... Asks the player to type in text with the keyboard. If you enable Cancel, you can cancel with the
Esc key. Japanese can also be entered into this input field. If you check "Replace," the input field starts out having
the string that was already in the left side.

- Refer to Variable at Load Position ... Goes to read the string variable at the value of the given variable. For
example, if the value stored in the variable is 3000002 (code for String Variable #2), it goes to read String Variable
#2.

4. Set Variable Name


This section lets you quickly assign names to string variables and increment the maximum. Select the variable you
want to configure from the pull-down list, enter the name to assign, and click Assign Name.
The "Copy" button copies the name of the current string variable in the pull-down list to the "Variable Name" box
below.
The "Size+1" button adds one to the maximum of the String Variable type.

 
Event Command "Condition (Number)"

 Splits event commands into a maximum of 3 branches based on the state of numeric variables.

[General Explanation]

You can set up to three conditions for branches. Note that condition checks are done from top to bottom. So for
example, with these two conditions:
- V0 is greater than or equal to 3
- V0 equals 3
When V0 = 3, the first branch (V0 = 3, so it satisfies "3 or greater") is chosen, and the second branch is ignored. In
other words, this is an example of what not to do.

[Section Explanations]

1. Link 3 Variables
If this is checked, all three of the variables in the pull-down for each condition will be made the same as the top
variable.

2. Set Comparison Source: Self/Var/Sys/VarDB


Select the type of the comparison variable. From left to right: Self Variables, Normal Variables and Spare Variables,
System Variables, and the Variable Database.
Note: When using the Variable Database, you cannot use variable-calling values (such as 1600000).
3. Define Conditions
Set the conditions for each branch here. You can use variables in the comparison value boxes (example: 2000000
to compare with the value of Normal Variable #0). There are seven types of comparison.

- Greater than ... Take this branch if variable is higher than comparison value.
- Greater or equal ... Take this branch if variable is higher than or the same as comparison value.
- Equal ... Take this branch if variable is the same as comparison value.
- Less or equal ... Take this branch if variable is lower than or the same as comparison value.
- Less than ... Take this branch if variable is lower than comparison value.
- Not equal ... Take this branch if variable is not the same as comparison value.
- Bitwise & ... Take this branch if result of bitwise "and" between variable and comparison value equals the
comparison value.

* Explaining "Bitwise &" is difficult, so here is an actual example.


First of all, you need to have some knowledge of how numbers are represented in base-2 (binary). When the
variable's value is expressed in base-2, its 1 and 0 bits are compared with the comparison value. Here, Variable V0
contains 5 (101 in base-2), and the comparison value is set to 1 (001 in base-2).
 
 Variable Value   101(5)
 Comparison Value  001(1)
In this case, the "1" bit in the 1's place of the comparison value is also present in the variable, so the branch
succeeds. However, if the comparison value were 3 (011 in base-2)...

 Variable Value   101(5)


 Comparison Value  011(3)
Since the "1" in the second digit is not present in the variable, the condition is not met in this case, and it will move
on to check the other conditions.
By the way, if you have a bitwise & condition using 0 (000 in base-2), naturally, it will always be met.

4. Set Comparison Value: Number/Variable


Select the type of the comparison value.
Also, the "Don't Refer to Data" checkbox makes it so the value won't refer to a variable when it's 1,000,000 or
greater; instead, it's treated as a normal integer.

5. Create Else Case


Includes a branch for when none of the conditions are met.

6. "Clear" Button
Resets the contents.
 
Event Command "Condition (String)"

 Splits event commands into a maximum of 4 branches based on the state of string variables.

[General Explanation]

You can set up to four conditions for branches. Condition checks are done from top to bottom.

[Section Explanations]

1. Link 4 Variables
If this is checked, all four of the variables in the pull-down for each condition will be made the same as the top
variable.

2. Define Conditions
Set how to compare the string variable and the comparison string. You can input a comparison string manually, or
select from string variables.
There are three types of comparison.

- Equal ... Take this branch if the string variable and the comparison string are a perfect (case-sensitive) match.
- Not equal ... Take this branch if the string variable and the comparison string are different in any way.
- Includes ... Take this branch if the string variable contains at least one instance of the comparison string.
- Starts with ... Take this branch if the string variable starts with the comparison string.

3. Create Else Case


Includes a branch for when none of the conditions are met.
Event Command "Key Input"

 Gets key/button input and such.

[Function Explanations]

[Take Input]
Checks if certain keys are being pressed at the moment this command runs, and sets the destination variable to
the corresponding code. If nothing is found, it's set to 0. See explanations of each section below.

- Type ... Each type accepts different sets of keys.

- Basic (OK/Cancel/Sub/Dir)

 Accepts the direction keys from the keyboard/gamepad, as well as Confirm (Enter/Space), Cancel
(Esc/Backspace/Delete), and Sub-Key (Shift),
using the keycodes defined in System Variables 52 to 57 for Confirm/Cancel/Sub-Key.
 
 - Direction Keys ... Set what directions are valid to accept. The values for each direction correspond to the
numbers on the numpad like so.

7 8 9
4 6
1 2 3

- OK/Cancel/Sub-Key ... Set whether to accept each of the buttons.

- Wait For Input ... Pauses the event until any of the keys specified above are pressed.

- All Keyboard Keys (100~)

Accepts all symbol keys from the keyboard (basically, only the keys marked with a ● in the image below). If you
insert keycodes into System Variables 52~54, you can use System Strings 1~3 to check the key names.

- Specific Key ... If you check this, you can accept only the key with the specified keycode.
You can get keycodes not normally accepted by "All Keyboard Keys" (keys without a ● in the image below)
using this.

 The mapping of keycodes to the keyboard is as shown in the following chart.

* Both the main and numpad Enter keys are "128," but if you press both together and let go of the main Enter, it
becomes "256."
The half/full-width key is "248," but after being pressed once, it and the kana key act as if they're always
pressed.

PrtScr is "283," Home key is "299"


○Testing and Image Thanks: Nanami

- Pad Buttons (300~)

 Accepts all buttons from gamepads. If you insert keycodes into System Variables 55~57, you can use System
Strings 4~6 to check the button names.

[Automatic Keypress]
Automatically causes a specific key or mouse input to happen on the next frame.
Uses for this function include making a replay function, adding a gameplay demonstration,
or letting you use alternate mouse controls for an RPG (* though input will be 1 frame = about 0.017 seconds
(depends on FPS) late).

If you choose Keyboard, the below-mentioned "disabled" keys will still be able to take input,
so be careful. The idea is to limit player input and have input be entirely handled by WOLF.
By the way, if "Basic Input" is disabled, "Basic Inputs" made by Automatic Keypress won't work either.

- Type … Each type can press different sets of keys.


- Basic Input

 The same as Take Input "Basic (OK/Cancel/Sub/Dir)", but outputting it instead.

- Keyboard

 The same as Take Input "All Keyboard Keys (100~)", but outputting it instead.

- Mouse Left/Middle/Right Click / Position

Lets you automatically cause left/middle/right mouse clicks. You can also move the mouse to a specific position.

[Enable/Disable Input]
You can toggle whether various inputs (Confirm, Cancel, Sub-Key, Up/Down/Left/Right, as well as
keyboard/mouse/gamepad input) are enabled or disabled.

- Basic Input

 You can set the state of the selected keys to "always accepted (default)," "disabled for movement, allowed
only for Key Input," or "disabled for both movement and Key Input."
For instance, if you want to prevent the hero from moving with the arrow keys,
select "Up," "Down," "Left," "Right," and "Movement NO / Key Input ON."

- Input Device

You can enable and disable all or individual keyboard keys, all mouse input, all gamepad input, or all input
devices.
Event Command “Picture”

 Lets you load and display images, or display strings as images.

[General Explanations]

- All number fields can have either normal integers or variables (example: 2000000 = Normal Variable #0) puts into
them.

- "Angle" does not function on "String Pictures" and "Simple Windows." (it's always 0).

- If "Angle" is anything but 0, checking "Different" for Zoom and setting different W and H zooms will not function
properly.

- If you check the "Same" box next to a field, that field will automatically use "the value specified previously."

- If you never erase pictures you aren't using, it adds to the drawing load and slows the game down. Holding F8
during a test play shows a list of currently-used picture numbers, so refer to that to cut down on unnecessary
picture-displaying.

- On the other hand, image files that aren't being displayed in any picture slots will be loaded from disk upon
display, which causes a bit of lag on that frame. If you have pictures you use frequently, keeping it always displayed
at opacity 0 in some picture slot will allow other picture slots to quickly display that image file.

[Section Explanations]

1. Picture Number
Choose which picture slot to act upon. You can also use variables here. A single picture slot holds only a single
picture, so if you display another image with an already-used picture slot, the previously-displayed picture is
automatically erased.
Checking the box next to the number field lets you manipulate multiple sequential picture slots at once.
Higher-number picture slots are displayed above lower-number ones.
- Picture slots lower than 100,000 display under messages and choices.
- Picture slots 100,000 or greater display above messages and choices.
- Picture slots -1 to -99,999 display above the map and below events (some chips, like those with the ★
property, will display above the picture).
- Picture slots -100,000 or lower display below the map and above the background.

2. Picture Show / Move / Erase / Delay Reset


The action being done for the picture. The fields you can use vary depending on this action.
- Show ... Shows a new picture. If the specified picture was already being displayed, it behaves the same as
"Move." If Process Time is 1 or more, it starts from a transparent state.
- Move ... Moves the picture. Does nothing if the specified picture is not being displayed.
- Erase ... Erases the picture, and erases the image from memory.
- Delay Reset ... Resets all future processes with an "Activation Delay" so that they don't happen.

3. Display Type ("Picture Show" Only)


There are four display types, with different ways of setting them.
 
[1] Load File (Direct Specification)

 
 Select the image file to display with the "Load" button.
 - Divisions ... When loading a single image split up into sections, specify the number of horizontal and vertical
sections here. You can choose which individual section to use by specifying its Pattern number. For instance, if the
image is divided up 4 wide and 2 high, it uses the following Pattern numbers.

1 2 3 4
5 6 7 8 Divided 4 Wide, 2 High Case

 - Anchor ... Set which part of the image to use as the origin point.
You can select "Top-Left," "Bottom-Left," "Center," "Top-Right," or "Bottom-Right."
 
 - Link to Scroll ... Check this, and the picture will stay in a fixed position on the map.

[2] Load File (By String Variable)

 
 Specify the filename by string variable. For "File," input the number for the string variable that contains the
filename. Otherwise, it's the same as [1] Load File (Direct Specification).
[3] Show String as Picture

 
 Input the text to display in the "String" box. You can also use special codes like \s[?] and \v[?] (? = a number).
For a display example, see below.

  
[4] Simple Window

 
 For "File," choose a base image divisible into 3x3 sections, then input the target size, and a window graphic of
that size will be automatically created.
  
An example base image is shown below. (The red lines are dividers for explanation purposes only.)

    
    ↑ This is an enlarged 12x12-pixel window base image. → * Actual size!
   As long as the image is constructed such that, when it's split up 3x3,
it contains the 4 corners and the parts in-between, you can easily make a window with it.
  Here's an example of Simple Windows displayed by putting this into practice.

  
 * Note: Small windows less than 2/3 the size of the base image will not display properly.
[5] Simple Window (File by String Variable)

 
 Specify the filename by string variable. For "File," input the number for the string variable that contains the
filename. Otherwise, it's the same as [4] Simple Window.

4. Picture Position/Display Settings

- Position
The position to display the picture at/move it to, in pixels.

- “Relative” ... Check this to use the current display position as a base onto which X and Y are added.

- “Free Transform” ... Check this to set individual top-left/top-right/bottom-left/bottom-right coordinates to


transform the shape freely. If used properly, you can implement pseudo-3D effects.
 

 * Each picture that uses Free Transform adds slightly to processing load.
 * "Zoom" and "Angle" use the values specified in normal position mode.
 * If you Show/Move a picture with this, then Move it without checking Free Transform, it will automatically be
treated as a "Center"-anchored picture. Zoom and angle will also be calculated for a center origin.
 * Pictures displayed as normal rectangles (or squares) can be turned into free pictures.
 * When setting the four coordinates with Relative, the values are added to the coordinates of "their respective
points."

- Pattern
When dividing up an image into sections, specify which section to use. Applies only when using "[1] or [2] Load
File." Otherwise, it has no function.
- Opacity
Set the picture's opacity. At 255, the image will be displayed as-is, and at 0, it will be invisible. 128 makes it half-
translucent.

- Display Type
You can display the image in four different ways.

- Normal ... Draw on the screen normally.


- Add ... Draw by adding to the RGB values on the screen. In simple terms, only the bright parts of the image will
brighten those parts on the screen.
- Subtract ... Draw by subtracting from the RGB values on the screen. In simple terms, only the bright parts of the
image will darken those parts on the screen.
- Multiply ... Draw by multiplying the RGB values on the screen with this image. RGB 255 is considered 1 for the
purposes of this multiplication, so generally, dark parks of the image will darken the screen, and white parts (255,
255, 255) will have no effect. Also, for this display type, opacity is ignored (always 255).

Normal Add Subtract Multiply

- Process Time / Delay


"Process Time" is how long (in frames) it will take to Show, Move, or Erase the picture. The higher this value, the
more time the action will take.
"Delay" is the time to wait (in frames) before beginning to Show, Move, or Erase. The higher this value is, the later
the specified process will start. You can even give multiple actions varying Delays to make them start at the same
time.

- Angle
Set the angle of the image in 0.1-degree units (in other words, 3600 is a full rotation). Note that if Angle is anything
but 0, the "Different" option for Zoom will not function. Also, values over 3600 will still result in the proper rotation.

- Zoom
Set the magnification of the picture.

- "Different" ... Check this to set separate width and height magnification.
-- Width ... Magnifies the image horizontally. -100% will horizontally flip the image.
-- Height ... Magnifies the image vertically. -100% will vertically flip the image.
- Color
Set color adjustment of the image with RGB (red, green, blue) values. 100 is normal. The values affect the strength
of each color; 200 is stronger, and 0 removes that color.
This values represent the strength ratios of RGB light, so if you set 200,200,200 for a totally black image
(RGB=0,0,0), the color will not change.
 

   
 The background portion of the input area will change to the specified color.
 
 

[Secret Function: Shape Display]

 With Simple Window, if you specify special strings in "File," you can display certain shapes.
However, using this shape display will render the value of "Angle" useless (always 0).

- <LINE>: Draws a white line from "Position" to "Position + Size." In this particular case, negative values will work
for "Size."
- <SQUARE>: Draws a white square of the specified "Size." If you add "FRAME", it will only draw the outline
(example: <SQUARE>FRAME).
- <CIRCLE>: Draws a white circle according to "Size." If you add "FRAME", it will only draw the outline (example:
<CIRCLE>FRAME).
- <TRI-XXXX>: Draws a white triangle according to "Size." In place of XXXX, put "UP", "DOWN", "LEFT", or
"RIGHT" to define the direction. If you add "FRAME", it will only draw the outline (example: <TRI-LEFT>FRAME).
- <GRADX-111-999>: Draws a rectangle of the specified "Size" with a horizontal gradient. The "111" part is the left-
side color, and the "999" part is the right-side color; use the extents of RGB (red/green/blue) you want (example:
000 for black, 999 for white, 090 for green).
- <GRADY-111-999>: Draws a rectangle of the specified "Size" with a vertical gradient. The "111" part is the top-
side color, and the "999" part is the bottom-side color; use the extents of RGB (red/green/blue) you want.

<LINE> <SQUARE> <CIRCLE> <TRI-UP>FRAME <GRADX-000-999>


Event Command "Effect"

 Applies effects to characters, pictures, or the map, and allows screen-scrolling or color changes.

[Function Explanations]
- Picture/Character/Map Effect
You can perform the following actions on characters, pictures, or the map. Be warned that changes made to values
by this command are not considered when getting those values with "Set Variable+."

- Effects on Pictures (Specify picture number(s) with " □ ~ □ " boxes)


* Effects done on pictures are processed independently of what is specified in the “Picture” command.
+ Flash ... Flashes by adding to the picture's Red/Green/Blue "Color" values. The range of values is ±200.
+ Shake ... Shakes the picture a specific number of times, with extent of movement given by Shake X and
Shake Y. The shorter the "1x Duration" is, the faster the shaking.
+ Draw Position Shift ... Shifts the draw position of the picture by Shift X and Shift Y.
+ Color Correct... Adds the specified Red/Green/Blue values to the picture's "Color." The range of values is ±200.
+ Zoom ... Zooms in the picture by the given zoom amount, centered on Center X and Center Y.
+ Switch A (Flicker) ... Repeatedly flicker using color change by given RGB amounts (max ±200) on an interval.
It transitions between pre-color-change and post-color-change.
Setting all RGB values to 0 or setting frame interval to 0 will stop the flashing.
+ Switch B (Auto-Flash) ... Repeatedly flash using color change by given RGB amounts (max ±200) on an interval.
It changes without waiting, then returns to normal.
Setting all RGB values to 0 or setting frame interval to 0 will stop the flashing.
+ Auto-Enlarge [%] ... Changes the picture's magnification by the given change in horizontal/vertical zoom on
an interval. After each enlarge/shrink, it rests for the given number of frames. It may help to imagine it as "pulsing."
+ Auto-Pattern-Switch (One) ... Switches through pattern numbers one at a time on an interval, from the start
pattern to the end pattern.
Once one pattern loop is complete, the picture reverts to the originally-defined pattern number.
+ Auto-Pattern-Switch (Loop) ... Switches through pattern numbers one at a time on an interval, from the start
pattern to the end pattern.
Upon reaching the end pattern, it loops to the start pattern again.
+ Auto-Pattern-Switch (Round Trip) ... Switches through pattern numbers one at a time on an interval, from the
start pattern to the end pattern.
Upon reaching the end pattern, it goes one at a time back to the start pattern, then loops.      
 * Effect changes on pictures are processed independently of pictures themselves.
For instance, if you do a "Draw Position Shift," it continues to draw at "X/Y specified by Picture + position Shift X/Y."
This takes effect until position Shift X/Y are returned to 0, or the picture is erased.
* "Flash" and "Color Correct" cannot exceed the 0~200 color range in Picture to further change the color.

- Effects on Characters
+ Flash ... Flashes by adding the specified Red/Green/Blue values. The range of values is ±100.
Negative values make it darker. -100,-100,-100 makes it completely black.
+ Shake ... Shakes the character a specific number of times, with extent of movement given by Shake X and
Shake Y. The shorter the "1x Duration" is, the faster the shaking.
+ Switch A (Flicker) ... Repeatedly flicker using color change by given RGB amounts on an interval. It transitions
between pre-color-change and post-color-change.
Setting all RGB values to 0 or setting frame interval to 0 will stop the flashing.
+ Switch B (Auto-Flash) ... Repeatedly flash using color change by given RGB amounts on an interval. It changes
without waiting, then returns to normal.
Setting all RGB values to 0 or setting frame interval to 0 will stop the flashing.

- Effects on Map
+ Zoom ... Zooms in the map, events, player character, ally characters, background, and fog by the given zoom
amount, centered on Center X and Center Y.
To revert to former state, set the zoom to 100%.

* Please use zoom 100% or greater. You can use less than 100%, but anything outside what is normally drawn at
100% will be black, and chips one tile beyond a loop will be drawn. To maintain processing speed, nothing is done
to counteract this, so be warned. You can try to cover for this phenomenon yourself if you wish.
* Also, with zoom greater than 100%, the hero may move out of view when they're near the edge of the screen,
but this is intentional behavior for map zoom. If you're allowing play while zoomed in, you'll need to do something
like make the edges of the map impassable.

+ Shake ... Shakes the screen. You can select a Vertical Shake or Horizontal Shake, or you can Stop Shake.
Power and Speed can be configured; Power represents the size of one shake, and Speed represents the speed at
which one shake occurs. The higher both of them are, the more intense the shaking.

- Scroll Screen
Scrolls the screen (shifts the center). There are four options.

- Move Screen ... Scroll the screen by the number of chips given by X and Y. Variables can be used in the X and Y
boxes (example: input 2000000 to refer to Normal Variable #0).
- Back to Hero ... Revert scroll to centering on the hero's position.
- Lock Scroll ... Don't let the screen scroll after this.
- Unlock Scroll ... Cancels scroll lock. However, it doesn't automatically center on the hero when unlocked, so
generally you'll need to use "Back to Hero" after this.
Also, if "Wait Until Done" is checked, event processing will wait until the scroll completes.

- Change Screen Color


Changes the RGB (Red/Green/Blue) values of the screen. 0 is the lowest value, 200 is the highest, and 100 is
normal. Checking "Flash" makes the screen light up with that color for the given duration.
- Reset Color ... Resets all colors to 100.
- To Black ... Makes colors 0,0,0. Using Change Color or Flash makes it black.
- To White ... Makes colors 200,200,200. Using Change Color makes it white-ish, and Flash makes it completely
white.
Event Command "Sound"

 Plays music and sound effects.

[Section Explanations]
- Process Type
- Playback ... Plays BGM or SE. Generally, this is all you need.
- Preload to Memory ... Loads the data for the BGM or SE into memory; it does not play it.
- Manually Free Memory (SE Only) ... Frees the data for the specified SE in memory.

- Audio Specification
Set the method of referring to the sound.
You can only load data saved in the System Database using the Directly and By Variable options.
- By Filename ... Specify a file path to load. You can also use variables like \s or \cdb.
- Directly ... Select a sound to play from the entries in the System Database.
- By Variable ... Specify the database number of the sound to play with a variable.

- Set BGM / Set BGS / Set SE


Each of these three types reads from System Database Types 1~3.
To make these update to the latest info, change the Audio Specification.
If using By Filename, specify the file path here.

- Fade Time (BGM/BGS Only)


For BGM and BGS, you can specify the fade time of music in frames. This is used to make music gradually fade in,
or gradually fade out.
However, this will not function if MIDI playback is set to Hardware in Basic Game Settings.

- Delay Playback (SE Only)


Only appears when playing SE. Delays the time at which playback starts by the specified number of frames.
- Start Time
You can make the song start playing from a specified position (units are milliseconds for MP3/OGG/WAV, ticks for
MIDI).
- Volume [%]/Tempo [%]/Loop Point [ms, BGM/BGS Only]
Only usable with By Filename. They function just like the ones in System Database Type 2 (Type Explanations).
 * With BGM or BGS, if you load the same file that's already playing, the song will continue but change to the new
volume and tempo settings.

[Hidden Function] If you enter a multi-line string structured like this into By Filename:
"Filename<Linebreak>Volume (%)<Linebreak>Tempo (%)<Linebreak>Loop Position (ms, BGM/BGS Only)"
It will use the numbers you provide for the volume/tempo/loop settings.
Example: "Sound\Test.wav
100
120" Passing this string will play Test.wav at 100% volume, 120% tempo.

[Hidden Function] Provided the loop start is set to "0,"


the LOOPSTART tag in OGGs and MP3 files (* must be in the first 1KB of the file) will be read,
and that time is automatically set as the loop start position.

* Note, however, that LOOPLENGTH will not be read.


* In the case of MP3s, if there's a string like "LOOPSTART=123456"
included anywhere in text such as the composer info, that will work.

- Key-Change Function [MIDI Only]


For MIDI playback only, you can increase or decrease the key instead of Loop Start.
Increasing the key makes the notes higher, decreasing makes them lower. It's suitable for tuning songs to have an
eerie atmosphere.
Event Command "Save/Load Control"

 Does processes involving saving and loading of data. You can even manipulate individual parts of save data.

[General Explanations]
- If you save or load inside a parallel event, it may be forced to end, so please don't use this in parallel events.
- "Load Number or String" cannot read from event Self Variables.

[Function Explanations]

[Save/Load]
Choose to write to save data or load from save data. Using save slot 1 as an example, save data files are named:
"Save\SaveData01.sav"
You can specify variables (example: 2000000 [Normal Variable #0]) for the save data number.
If no save data exists to load, processing simply moves to the next event command. If save data does exist, the
event is instantly terminated, and the game resumes from the saved state.

[Load Number or String]


Loads a number/string from the specified save data, and puts it into a variable in the game currently being played.
If the target save data does not exist, 0 is assigned for numbers, and a blank string for strings.
Incidentally, System Variable #24 (9000024: [Read] Save Data Load Status) is a variable that always returns 1 if
the save data exists. If you read that System Variable using this command, you can use it to check if the save data
exists.

[Write to Save Data]


Writes only the specified number/string to save data.
* If no save file exists, a new one is created. But in this case, no Variable DB type info or data is written, so be
careful.
[Usage Example]
- The Save/Load functions are essential for games that require saving.
- "Load Number or String" and "Write to Save Data" are used only if you need to store info that can't be stored in
the individual save slots in a separate file. For example, it can be used to make a file that stores "the total number
of times the game has been beaten."

[Special Functions]
If you specify a string variable (3000000~) for the save data number, that string's data name is used as the save
data filename. For example, if you put "SystemInfo.sav" in String Variable #0, input 3000000 for the save data
number, and pick Save, it will save a file named "SystemInfo.sav" in the same folder as Game.exe.
Event Command "Party Graphics"

 Changes the graphics of the player characters. You can also form a party lineup.

* Party ... You can have the player characters walk around in a line. Here, this lineup is referred to as the "party."
A party can be up to 6 people, including the lead character.

[Function Explanations]

- Remove
Removes member [#] from the party.

- Insert
Inserts walk graphics before member [#]. You can directly pick the walk graphic filename with the Load button, or
load it from a string variable. If you put a number in the Variable box, and it's a Normal Variable, it'll go to read the
String Variable at the position stored within. If it's a String Variable, it reads the file with that name.

- Replace
Changes member [#]'s character graphic to another graphic. You can also replace graphics for characters that
currently have no graphic.

- Remove Graphic
Removes all characters with the specified graphic from the party.
- Special: You can choose one of the following actions.
- Push Characters To Front ... If there are blank characters, that empty space is removed.
- Erase All Characters ... Removes all character graphics from the whole party.
- Warp Party to Hero ... Warps all allies to the player character's position.
- Start Hero/Party Synchro ... Starts synchronized movement, which preserves the current relative position of
allies. As an example, this would let you move the party while they stand side by side.
- Cancel Hero/Party Synchro ... Ends synchronization.
- Make Party Transparent ... Makes all members invisible. Often used during scenes.
- Cancel Party Transparency ... Clears invisible state for all members.
- Save Party Members ... Remembers all current party graphics.
- Load Party Members ... Returns the memorized party graphics.
- Turn Party Following On (Default) ... Makes allies follow behind the hero. Even if you use Move Route on allies,
when the hero moves, they'll move accordingly.
- Turn Party Following Off (Halt) ... Makes allies stop following hero and halt. They won't be influenced by the
hero's movement, so this is good for when you use Move Routes on them.

[Usage Example]

 
 You can make a lineup like this.

 
 
Event Command "Chip Management"

 Can temporarily change the properties of chips, or the current chipset, or make edits to the map itself.

* Warning: If you change the map you're editing and the chipset changes, the chip graphics will remain the same as
the previous map. If this happens, please click the "Update Chip Graphics and Chipsets" button in the center-right.

[Function Explanations]

- Change Map Chip Settings


Temporarily change the passability and properties of map chips. For "Chip to Change," 0~15 are auto-tiles (the first
and second row of tiles in the Map Chip Window), and 16 onward correspond to the chips in rows 3 onward.
When executed, the 8 properties will be changed. (For instance, if you uncheck everything, it becomes a chip that
can be passed through any direction, with no special properties like "tall grass.") These changes persist until the
map changes. The main application is for making something like a boat that can only move on water.

- "Reset" Option ... Reverts all chip passability settings to normal.

- Switch Chipset
Changes the chipset of the current map. You can also specify with a variable.
For example, you might switch to a night or day chipset, allowing you to get more out of fewer maps.
* Changed chipsets revert to normal when the player moves to another map.

- Overwrite Map Chips


Rewrites chips at a specified position on the current map. Set the Target Layer, the X and Y coordinate of the
origin point, the Chip Number, and the Width and Height of the area to overwrite.
This has various uses, such as making auto-generated dungeons like Mystery Dungeon, changing tiles to add foot-
prints when you walk on snow, making a dungeon-creating RPG, or making a room form when you check a wall.
* Overwritten map chips revert to normal when the player moves to another map.
Event Command "Transfer"

 Changes the position of the player character (hero) or events.

[Section Explanations]

1. Target
Select the object to change the position of. You can also specify by variable. If the variable contains -1, the target is
this event (or the caller event, if this is a common event).

2. Input Destination Manually


Manually input the destination. Map number and coordinates can use variables (example: 2000000 = Normal
Variable #0).

3. Select Saved Position As Destination


Select a destination from the positions saved using the "save position" function.

  * Older versions did not have the option to pick while looking at the map, so the "save position" function was
included as a substitute. As such, there's now less reason to use it.

4. Pick Destination With Map View


Select a destination while looking at the map. Clicking this will display the following window.
 [Select Transfer Point Window]
Select the map and position to transfer to with the mouse, and click OK. This lets you easily set the map number,
X and Y, and other options.

  

5. "On Transfer" Options


No Transition [Fastest] ... Performs transfer instantly upon execution.
Do Transition [No Fade, Fast] ... Performs transition on transfer.
Do Transition [Fade, Slow] ... Fades out and performs transition on transfer.

 * The transition graphic used is the one set by "Set Transition" under "Event Control."
   (If there is none, it's just a regular fade.)

 
Event Command "Event Control"

 Performs various other processes.

[Function Explanations]

[Loop (Repeat)]
Commands inside a loop will repeat until a "Break Loop" executes.

[Break Loop]
Gets out of the loop.

[Go to Loop Start]


Returns to the start of the current loop.

[|Move Route]
Lets you control movement of events and the hero. For details, refer to "Move Route."

[Wait Until Done]


Keeps the next command from running until the current "|Move Route" is done processing.

[Prepare Transition]
Stops drawing the screen. However, processing will still continue.

[Execute Transition]
Executes the screen effect set by "Set Transition," and resumes screen drawing.

[Move During Events ON/OFF]


Sets whether other events can move while an event is running. If OFF, other events will not move while events are
running.
[Go to Title]
Resets the game, returning to the game start point.

[Game End]
Closes the entire game.

[Halt Non-Picture Updates] [Resume]


Remembers the currently-displayed screen, and halts all non-picture drawing (that is, characters and the map).
"Resume" cancels that state.
Note that "Halt Non-Picture Updates" right after a load will result in a black screen, so please wait a few frames in
that case.
* By nature of "remembering the currently-displayed screen," if you "Halt Non-Picture Updates" while pictures are
displayed, those pictures will still remain.

[Force Exit Event]


Ignores all the event commands to follow and stops the event.

[Set Transition]
Sets the transition type used by "Execute Transition." Transition graphics (must be a grayscale image) are read
from System Database Type 11, "Transition Types".

[Erase Event]
Erases the specified event. Erased events cannot be executed again unless you move to another map.

[Wait]
Pauses event processing for the specified number of frames. You can use variables for the frame duration
(example: 2000000 = Normal Variable #0).

[Loop [X] Times]


Loops for the specified number of times. Functions like "Loop (Repeat)," but this lets you choose a number of
times to execute. You can use a variable for the loop count.

[Label Handling]
Lets you set and jump to labels. "Labels" are like markers in your processes; if you place one, you can jump to
that position. However, you can only move to labels within the same event.
Note that performing "Jump to Label" in a numbered loop will reset the remaining execution count of that loop.

* Label Handling Addendum (04/13/2010)


If you jump to a label inside a conditional branch, and that condition has an "else case,"
regardless of what branch it is, once the branch is done processing, the "else case" will be processed next.

This phenomenon occurs because when entering a condition branch by label-jump, internally, it thinks none of the
conditions were met.
This behavior has been left as-is for the sake of optimization and stability, so please just work around it if needed.
(In general, label-jumping into a conditional branch is not recommended.)
Event Command "Common Event"

 Calls Common Events.

[Function Explanations]
[Call Event]
Execute a Common Event, or another event in the same map.
If a Common Event is set up to accept arguments, you can specify them here. (In the image above, "Item #" and
"Amount[- to rmv]" are arguments. These were defined in "Define Arguments," accessed from the ★. "Set"
button in the Common Event Editor.)
When specifying with variables, 0~ refers to Map events, and 500000~ refers to Common Events.

 [Special Function] When calling a map event, if you specify Page 0, the currently-active page is called. (* To avoid
having this confuse beginners, the box's minimum value is set to be Page 1. Thus, to enter 0, you must type it
in manually.) If the event doesn't exist, it is ignored.

 * The values you provide for argument 1 are put into that Common Event's Self Variable 0, argument 2 goes into
Common Self Variable 1... In this way, they are stored as initial values for the common event. For string arguments,
argument 1 goes into Self Variable 5, argument 2 goes into Self Variable 6, etc.

[Reserve]
Sets the specified event up to execute once the current event process is finished.

[Call Common By Name]


Calls a Common Event by its name. If multiple Common Events with that name exist, the one with the largest
number is called.
You can also call saved Common Event files (.common) by their filename.
* However, for files that contain multiple Common Events, only the first one is executed.
You can also provide arguments, but must specify all of Self0~3 and 5~8.
→ Calling .common files is no longer supported as of 2.00.
[Return Value]
If a Common Event has "Return Result?" set, you choose the variable to which that return value is assigned here.
You can also have it not be assigned anywhere.
Event Command "Download"

 Downloads files from the internet, or calls CGIs.

[General Explanation]
- To use this command, you must check "Enable Advanced Commands" in "Editor Options."
- Each of the text files, in addition to normal strings, can also use special codes (such as \s[?]).

[Section Explanations]

1. URL
Specify the URL to connect to.

2. Storage Folder
The save location of the downloaded file. Use a relative path from the folder the EXE is in (i.e. "Data/").
If it ends with a "/", the file will save inside that folder. If there is no "/" at the end, the file is downloaded and saved
with that filename.

3. Path String
You can store the contents of the download in a string variable.

4. Wait Until Download Completes


If on, event processing is halted until the download completes.

[Secret Trick]

If you specify "Data/_NetDownloadData" as the storage folder, then the next time the game starts,
the files in that folder will be moved into the "Data" folder, preserving folder structure.
(If files exist already, they will be overwritten.)

What can you do with this? It allows you to update files that can't be replaced mid-play, like "BasicData.wolf."
In this case, please ask the player to manually reboot the game.
[Databases]

(Sample Game's Variable Database)

- What is a Database (DB)?


A database is a "place to store data," in which you can create "database types" of up to 100 input boxes, each of
which can be set to hold either "a number" or "a string." Each one of these fields can be assigned a name.

- Section Explanations

- "Set Type Count" Button


Change the maximum number of types in this database.

- "Type Definition" Button


Configure the fields for the selected database type.

- "Set Data Count" Button


Change the maximum number of data entries in the current database type.

- "Page 1~5" Buttons


Switch between the pages of fields. Each page shows 20 fields at once.
- "Export File" and "Import File" Sections (At Bottom)
Functions to save type settings or data as files, and load in data from those files.
- Drag & Drop
If you drag and drop a database type/data file created with Export File onto the window,
that file will be imported.
(What is imported depends on the type of the file.)

- Shortcut Keys
↑↓: Move in Database Fields
Ctrl+↑↓: Move Position in Data Entries
Ctrl+Alt+↑↓: Move Position in Database Types
Tab: Jump to Bottom Text Edit Window / Jump to Previously-Selected Field
Ctrl+S: Save Database
X: Cut
C: Copy
M: Multi Copy
V: Paste
Delete: Delete

- Right-Click Menu

These correspond to shortcut keys and the Export File buttons.


- There are three separate databases.
 
- System DB ... A database created by the tool's developer (SmokingWOLF). It's used to store maps, BGM
definitions, and other key information used in the game. Changing any of the type definitions is not
recommended; it may cause the game to stop working.
 
- User DB ... A database for users of the tool to store information that generally will not change in-game (such as
attack/defense stats for equipment). Naturally, users must define all types themselves.
 
- Variable DB ... A database to manage information that changes in-game, like HP and MP. Unlike the User DB,
the values in this database can be changed mid-game, so it's extremely handy for storing things like character
status. For those who know C programming, you can think of it as being the same thing as a "struct."
 
 

[Hidden Commands]
While on the type or data lists, the following inputs can be used to insert/remove types or data entries.
- Ctrl+Shift+F6: Inserts a new type/data entry.
- Ctrl+Shift+F7: Removes the selected type/data entry.
However, using these functions will shift all type/data numbers afterward.
Using these has a very high chance of making your entire game break, so please be very careful with them.
Database: [Type Definition]

 While editing a database, clicking the button below lets you configure the type you have selected.
 

 When you click this button, the following window will be shown.
 

[Section Explanations]
- Type Name ... Set the name of the database type.

- Data ID Specification ... Set how you define data IDs. You have the following options.
- Manual ... Specify the data IDs yourself.
- Same As First String Data ... The contents of the first string field becomes the data ID. This is good for when an
item name or character name comes first.
- Same As Preceding Type Data ID ... The data IDs for the type one before this provide the data IDs for this type.
- From Type in DB ... The data IDs for the specified type in the specified DB provide this type's data IDs.

- Field 0~99 ... Set names for each field. You can use special codes like \udb[A:B] (User DB Type A, Data B's Data
ID), \cdb[A:B:C] (Variable DB Type A, Data B's Field C), or \d[X] (field number +1*).
* For example, if you write \d[4] in Field 12's input box, it becomes 16. You can even insert it into other things,
like \udb[3:\v[4]:\d[0]].

- Default ... For number fields only, set the initial value. These default values are used when a data entry is erased
or cut, or you add new data entries by increasing the data count.

- "N/A / Number / String" Buttons


Set whether each field stores a number or a string. If you choose N/A, all fields from that point on won't be used.

- "- Special" Button


Click to define special kinds of input. Depending on your setting here, "number" or "string" will be chosen
automatically. For details, see below.
[About "- Special Data Specification"]

 When you click the "- Special" button, the following window will be shown.

 
 You can choose the following four types of special data specification. The words in ()s indicate the type of data
that gets stored with that method.
- No Special Specification
Don't use a special method. This is selected by default. In this case, you're free to choose whether it stores
"number" or "string" data.
- Load File (String)
Displays a file select window, and stores the file path of the selected file. Useful when you have database fields for
storing image filenames.
When "Leave Out Folder Name" is on, the folder name is removed on selection, storing only the filename in the
data box.

Also, when a field uses this setting, you can drag and drop a file onto the field to input that file's address (the path
name starting from "~\Data"). For example, if you drag the file "C:\WOLF\Data\Graphic\AAA.png" onto the textbox,
the textbox will have "Graphic\AAA.png" inputted into it.
- Database Reference (Number)
Lets you select a number by looking at the data names of another database type (the values in []s are the numbers
that will be stored). Useful for things like defining equipment for a party member.
Also, in addition to the database values (that is, the values starting from 0), you can name extra options for the
values -1 to -3.
- Create Options (Number)
Manually create choices that correspond to numbers. If you make choices here that are limited to the only values
that should go into that field, it can cut down on mistakes when entering values.
Database: [System Database]

A database created by the tool's developer (SmokingWOLF). It's used to store maps, BGM definitions, and other
key information used in the game.

- Using the System Database


Users of the tool (that is, you) should follow the type definitions pre-defined by SmokingWOLF, changing only the
data contents. In general, please refrain from clicking "Type Definition" and changing things there.
Note that files like maps, BGMs, BGSs, and SEs must be registered in the System Database to be used.

* Important: The "Type Definitions" for Types 1~13 may be updated in accordance with the behavior of WOLF RPG
Editor, so you generally shouldn't change them.

 For details on each type, refer to "Type Explanations."


System Database: [Type Explanations]

 Explanations of each type in the System Database.

 This explains all of the 24 types, and the data fields of each.

[Type 0: Map Settings]


Stores data about maps.
- Map Filename ... Specify the map file (.mps file).
- BGM Number ... Specify the BGM number (from System DB Type 1).
- BGS Number ... Specify the BGS number (from SystemDB Type 2).
- Loop ... Define loop settings.
0: No Loop, 1: Horizontal Loop, 2: Vertical Loop, 3: Loop Both Ways

[Type 1: BGM List / Type 2: BGS List]


Stores BGM and BGS used in-game.
- Filename ... Specify the sound file.
- Play Volume ... Set the volume. If 0, it uses the default.
- Play Tempo ... Set the tempo. If 0, it's uses the normal tempo.
- Loop Start Point ... Set the position to loop back to (in milliseconds) once the sound plays to the end.
[Type 3: SE List]
Stores sound effects used in-game.
- Filename ... Same as Type 2.
- Play Volume ... Same as Type 2.
- Play Tempo... Same as Type 2.
- Memory Free Mode ... Set whether to free the sound from memory after it plays. If set to 1, it will be freed right
after playback. Setting it to 1 may be good for sounds that rarely play.
Note: If set to -1, the sound will be loaded immediately at game start.

[Type 4: String Variables]


Stores the names of String Variables (input as Data IDs). You can increase the number of String Variables by
increasing the data count.

[Type 5: System Strings]


Stores the names of System Strings used on the developer side. There's no need for users to change them.

[Type 6: System Variables]


Stores the names of System Variables used on the developer side. There's no need for users to change them.

[Type 7: Position List]


Stores positions saved via the "Save Position to DB" function.
- Map ID ... Reads the Map ID from System DB Type 0.
- X Position ... The X coordinate of the destination.
- Y Position ... The Y coordinate of the destination.

[Type 8: Character Graphics]


When changing character graphics in "Move Route," the graphic numbers refer to here.
- Filename ... Specify the character graphic file to change to.

[Type 9: Shadow Graphics]


- Filename ... Specify the shadow graphic file.

[Type 10: Window Graphics]


Specify the textbox "waiting for input" pause graphic (Data #0), the choice window graphic (Data #1), and the
choice cursor graphic (Data #2).
- Graphic File ... Specify the graphic file to use.
- Vertical Divisions ... Set how many sections to divide the graphic into. The "number of divisions" ends up being
the number of animation frames.

* Vertical Divisions is only usable for "Pause Graphic (Data #0)" and "Choice Cursor Graphic (Data #2)."

[Type 11: Transition Types]


Stores different transition types (used by event command "Event Control").
- Filename (Monochrome) ... Specify the transition graphic file. Transition graphics must be grayscale
(monochrome).
[Type 12: Text Colors]
Set font colors that can be used in-game.
- Red (0-255) ... Set the level of red.
- Green (0-255) ... Set the level of green.
- Blue (0-255) ... Set the level of blue.
→ 255,255,255 is pure white, 0,0,0 is pure black.

* Some data entries are used on the system side.


Data #0: Default text color.
Data #10: Color of keyboard input text.
Data #11: Background color when converting Japanese text during keyboard input.
Data #12: The color of the underline in keyboard input.
Data #13: Color of ruby text “Special Characters”).

[Type 13: Background Graphics]


Stores background and fog graphics. To use in-game, set System Variable 61 (Fog Number) or 66 (Background
Number) to instantly change them.

- Graphic File ... Specify the background/fog graphic file.


- X Move Speed ... Set the speed at which it automatically moves on the X axis.
- Y Move Speed ... Set the speed at which it automatically moves on the Y axis.

* Background/fog graphics must be a size greater than or equal to the resolution. (For example, if the resolution is
320x240, the graphic's size must be at least 320x240.)

[Type 14: Normal Variables]


Stores the names of Normal Variables (Data ID = variable name). You can increase the number of variables by
increasing the data count.

[Type 15~23: Spare Variables 1~9]


Stores the names of Spare Variables (Data ID = variable name). You can increase the number of variables by
increasing the data count.

[Type 24: Face Graphics]


The Data IDs of this type can be checked in the “Show Message” window. The IDs normally have no other use.
- Face Graphic File ... A field for storing face graphic files. However, nothing will be shown unless you make
something on the Common Event side to display faces.

 
 
Database: [User Database]

(Sample Game's User Database)

- Using the User Database


It's for storing information that generally will not change in-game, like weapons or enemy stats at the start of battle
for RPGs. Generally, users must create these types from scratch.
The data in this database cannot be rewritten in-game.

To read data from the User Database, use the event command "DB Management."

 
Database: [Variable Database]

(Sample Game's Variable Database)

- Using the Variable Database


It's a database for managing information that changes in-game, like character status or the state of enemies in
battle (i.e. HP), so it can be rewritten mid-game. Generally, users must create these types from scratch.
The values you input into this database are used as initial values for when the game starts.

 To rewrite data in the Variable Database, use the event commands "Set Variable" or "DB Management." To read
data, use the event command "DB Management."

 
[Resource Standards]

  ・Images
  ・Audio
  ・Fonts

- Images -

 Make sure all image resources are PNGs with alpha blending, JPGs, or BMPs.
* Note that apparently, on Windows Vista, loading JPG images requires users to "Run as Administrator."

[Map Chips]
 There are two types of map chips defined in "Tileset Settings": Basic Tilesets, and Auto-Tiles.

- Basic Tilesets

Basic Tileset Format:


Width Height
320x240 Resolution 128 pixels 16 x Any number
640x480 Resolution 256 pixels 32 x Any number
800x600 Resolution 320 pixels 40 x Any number
* With 320x240 resolution, you'll be warned of issues if height is 4000 pixels or greater.

 Make your images have horizontal rows of 8 tiles, with however many rows you need vertically.
At 320x240 resolution, tile width is 16, times 8 is 128 pixels. At 640x480, tile width is 32, times 8 is 256 pixels.
Make the height something that is divisible by the chip size.

 - Example for 320x240 Resolution

    
 This image is 128 pixels wide, enough for 8 tiles horizontally. The vertical size can be increased as much as
necessary.

 * Note: If the blank areas are colors besides black, things may look a little strange during map editing, but it
won't affect display in-game.
- Auto-Tiles

Auto-Tile Format:
Width Height
320x240 Resolution 16 x Animation frames 80 pixels
640x480 Resolution 32 x Animation frames 160 pixels
800x600 Resolution 40 x Animation frames 200 pixels

 Auto-tiles automatically connect when placed next to each other, and can animate.
Images should be 5 tiles tall, with a width anywhere from 1 tile to ∞tiles.

The order of tiles from top to bottom:


- Connections Toward Center
- Vertical Connections
- Horizontal Connections
- Outside-Facing Connections
 
- Fully Surrounded
This image results in a 4-frame animation.
Animation animates across the tiles placed horizontally.
 

[Usage Example]
The tiles shown above are auto-placed like so.

 
 
[Warnings!]

Map chips will not display properly in the editor in some cases.
Please take note of the following. It appears to depend on your Windows version.

[1] If blank areas are a color other than black, display may be slightly strange in map editor.

[2] When using map tiles that are 256-color PNGs with no transparent color set,
map chips placed in the editor may be invisible. Setting a transparent color will make them appear.

[3] If a full-color PNG image has no alpha channel (transparency information),


map chips placed in the editor may be invisible.
Setting alpha channels for the image should make them appear.

However, all of these problems should only occur in the editor, and will not affect gameplay.
[Character Chips]
The layout for character chips differs depending on two options in "Basic Game Settings": Character Animation
Patterns (3- or 5-pattern) and Character Sprite Direction Type (4- or 8-directional). Please refer to the images
below for how to lay out the frames. (→ indicates what the character's direction should be in that frame).
  
 Character Chip Format:
Width Height
All Resolutions Anything Anything (Multiple of 4)

 3-Pattern, 4 Directions 3-Pattern, 8 Directions

5-Pattern, 4 Directions 5-Pattern, 8 Directions

Example: Image for 3-Pattern, 4 Directions

* Line up walk animation frames as given by the number of patterns.


It doesn't matter how large the size is.

- Special Functions -

 As a special function, ending a character graphic filename with "T.png" or "TX.png" allows you to place
idle and movement graphics in a single image.
 
[T.png Case]
Assuming 3-pattern animations:
The frames that were normally "right foot forward, stopped, left foot forward"
should become "stopped, right foot forward, between, left foot forward,"
making 4 horizontal frames (pattern number +1). The height stays at 4
frames.
When the character isn't moving, the "stopped" frame is displayed,
and when they are moving, it animates through the right three frames.
 
A layout for 3-pattern, 4-direction walking, plus an idle state.
The ones with a pink ○ are idle frames.

[TX.png Case]
Assuming 3-pattern animations:
The frames that were normally "right foot forward, stopped, left foot forward"
should become "idle 1, idle 2, idle 3, right foot forward, between, left foot forward,"
making the width [pattern number x 2] frames. The height stays at 4 frames.
When the character isn't moving,
it animates in the order "idle 2 →3 →2 →1 →2 →3 →...",
and when they are moving, it animates through the right three frames.
 

A layout for 3-pattern, 4-direction walking, plus 3 idle frames.


The ones with a pink ○ are idle frames.

[Wait-For-Input Pause Graphic]


An image displayed while waiting for input to advance text. Stored in System Database Type 10, Data #0.

 Wait-For-Input Pause Graphic Format:


Width Height
All Resolutions Anything Anything (Divisible by animation frame count)

 You can add animation frames to the pause graphic infinitely by extending the height.
The number of animation frames is given in System Database Type 10, Data #0.

Wait-For-Input Pause Graphic Example

     In the case of this image, going to System DB Type 10, Data #0
and setting Vertical Divisions (animation frames) to 6 will make it animate properly.
[Choice Window Graphic]
The base image for the choice selection window. Stored in System Database Type 10, Data #1. 

 Choice Window Graphic Format:


Width Height
All Resolutions Any multiple of 3 Any multiple of 3

 The choice window divides the given image into 3x3 parts and uses them to stretch it out to the right size.
As such, there are no restrictions on size.

Choice Window Example

  

[Choice Cursor Graphic]


The cursor image displayed when selecting choices. Stored in System Database Type 10, Data #2.

 Choice Cursor Graphic Format:


Width Height
All Resolutions Anything Anything (Divisible by animation frame count)

 You can add animation frames to the cursor graphic infinitely by extending the height.
The number of animation frames is given in System Database Type 10, Data #2.

Choice Cursor Graphic Example

     In the case of this image, going to System DB Type 10, Data #2
and setting Vertical Divisions (animation frames) to 2 will make it animate properly.

- Audio -

 There are three types of audio, BGM, BGS, and SE, each with their own supported audio formats.

 BGM = Supports MIDI, WAV, MP3, OGG

 BGS = Supports WAV, MP3, OGG

 SE = Supports WAV, MP3, OGG


* Certain formats of WAV and MP3 may not be able to play.
Trying to play a 24-bit WAV may cause a force-quit on some systems.
[What is OGG Format?]
An audio format with compression and quality on par with MP3s. Though more obscure, unlike MP3, there is no
copyright on licenses for its codec technology, so it's safe in that using it is less likely to get you in trouble. Also,
OGG promises higher sound quality at the same file size compared to WMA or MP3.
You can quickly convert from MP3 or WAV format to OGG using "Rip! AudiCO", linked in the "Helpful Tools"
section.

[Warning About MIDI Format]


When MIDI playback is set to "Hardware," MIDI songs may not play properly on Windows Vista. Make sure you
take this into account. There seem to be no such problems with Software playback.
Also, with Hardware playback, since MIDIs are played on the PC side instead of the game side, songs may not
play as you intended.
Unless you have some particular reason for it, "Software" playback is strongly recommended.

- Fonts -

 WOLF RPG Editor can load in included font files.


Place font files (.ttf) in one of the following folders.

 - Next to the game files (Same place as Game.exe)


 - Inside Data folder *(Note that if you encrypt the entire Data folder, it cannot be read from within.)
[Font Types]

TrueType Fonts (.ttf file): Should be usable without problems.


However, I have heard some fonts won't work in WOLF.
(They may be OpenType fonts with a .ttf extension?)

OpenType Fonts (.otf file): There's a high chance these will not work.
 

 
 * Note that many fonts have strict usage rules, so be careful with any fonts you use.
In particular, you cannot package in fonts that do not allow redistribution.

  
[System Variable/String List]

 System Variables are parameters for the game system that can be set with commands like "Set Variable." Look
further down for System Strings.

 ・System Variable List


 ・System String List
 

[ System Variable List ]


0: Face Graphic Number
Holds the face graphic number. When inputting a message, putting "@number" in the first line will have it store
that number here as the current face graphic.

1: Message Window X Position


2: Message Window Y Position
Specifies the position where text is drawn for Show Message. The position given here serves as the top-left
coordinate of the text. If set to -1, the default position is used.

3: Choices Window X Position


4: Choices Window Y Position
Specifies the position of the window for the Show Choice command. The position given here serves as the
upper-center of the choice window. If set to -1, the default position is used.

5: Pause Cursor X (-1=Auto)


6: Pause Cursor Y (-1=Auto)
Specifies the position of the wait-for-input pause cursor on messages, relative to the top-left of the message
window. The position given here serves as the upper-center of the pause cursor.

7: Next Choice Initial Value (0, 1, 2...)


Specifies which option to start on initially the next time a choice appears. 0 is the top choice, 1 is the second
choice, etc. This variable is automatically set to 0 once the choice window closes.

8: Standard Font Size


Specifies the default font size used by text in Show Message and Picture's string pictures.

9: Message Speed (X chars/sec)


Specifies the message speed of Show Message, in units of "X characters per second."

10: Show Message Wait (X frames)


Specifies the wait time between the Show Message command executing and the first character of text
appearing. You can use this wait time to match up the timing if you're displaying a message window.

11: Picture Text Speed (X chars/sec)


Specifies the message speed of Picture's string pictures, in units of "X characters per second."

12: Showing Message? (1=ON)


A read-only variable. Holds 1 when a message is being displayed, and 0 at any other time. May be useful in
parallel events.
13: Event Active? (1=ON)
A read-only variable. Holds 1 when a non-parallel event is executing, and 0 at any other time.
Note that events called from a parallel event, regardless of their run condition, are considered to be parallel
events as well.

14: Show Choice Window? (1=ON)


Specifies whether the window graphic is shown (1) or not (0) when using Show Choice.

15: Direction Key Repeat First Wait (Frames)


16: Direction Key Repeat Next Wait (Frames)
Specifies the time before direction keys repeat, when using the "Key Input: Take Input" with "Wait For Input" on.
Imagine the "repeat" when you hold down the button as being a rhythm that goes "(press) da...
dadadadadadada."
The "first wait" is the time after the first "da...", and the "next wait" is the time between each "da" in the
"dadadada." If you don't want repeat, set these to extremely large values (like 10,000).

17: Choice SE Number: Confirm (Sys3)


18: Choice SE Number: Cursor (Sys3)
19: Choice SE Number: Cancel (Sys3)
Specifies the SEs used for Show Choice: confirm, cursor (the sound of moving the cursor up/down), and cancel.
Sound effects are read from System DB Type 3, "SE."

20: Choice Cursor Position (0, 1, 2... N/A: -1)


A read-only variable. Holds the current position of the Show Choice cursor. Could be used for a parallel event
that displays descriptions of each choice.

21: Shadow On Text?


If this variable is set to 1 or more, a black shadow is added to text in Show Message and string pictures, at the
distance given here in pixels.

22: Choice Cursor Display Mode (0=Normal, 1=Add)


Specifies whether the Show Choice cursor is, in the same terms as Picture's "Display Type," drawn in Normal
mode or Add mode.

24: [Read] Save Data Load Status (1=Success 0=Fail)


A read-only variable. Always 1, so it can be used to check if save data exists when loading variables from a save
in Save/Load Control.
Example: When Save Data 1 doesn't exist, trying to read System Variable #24 from Save Data 1 will return 0. If
Save Data 1 does exist, it will return 1.

25: Current Save File (0~)


Stores which save data the current game was loaded from. You can change this value by setting it.
Example: If you load Save Data 3, "Sys25: Current Save File" will hold the value 3.

28: [Read] Elapsed Frames [Loops at 10,000,000]


A read-only variable. Holds the number of frames elapsed starting from the title screen.

29: [Read] Play Time (Seconds)


A read-only variable. Holds the playtime, starting from the title screen, in seconds.

30: [Read] Play Time (Milliseconds)


A read-only variable. Holds the milliseconds of playtime, starting from the title screen. The value will be from 0 to
999 (milliseconds).
31: [Read] Internal FPS (Updated Each Second)
A read-only variable. Holds the internal processing FPS.

32: [Read] Drawing FPS (Updated Each Second)


A read-only variable. Holds the screen-drawing FPS.

33: Frame Skip Level (0~2)


Specifies the current frameskip setting. The frameskip can be changed with F5.

35: Hero Moving? (1=Yes) (AKA Between Tiles?)


A read-only variable. Set to 1 only when the hero is moving from tile to tile.
If you activate a parallel event like a menu while moving to another tile,
"Player Touch" events at the destination tile will no longer trigger,
so this helps to handle that situation.

If the movement speed is very high, it can end up always being 0.


(Because you move so fast, you go to the next tile in 1 frame.)

36: Hero Shadow Number (Sys9)


Specifies the shadow number for the hero/allies. Shadow graphics are read from System DB Type 9.

37: Party Member Separation (0.5-Tile Units)


Specifies the distance between allies when in a lineup. Starts at 2 (1 tile).

39: [Read] String Entry State 0=Enter -1=Cancel


A read-only variable. After Keyboard Input completes, this holds whether it was confirmed (0) or canceled (-1).

40: String Entry String X Position


41: String Entry String Y Position
Specifies where to display the string being typed in Set String's Keyboard Input. The position given here is the
top-left of the string.
42: String Entry String Antialiasing [0 None/1 Yes/+2 Edge] (Added in Ver. 2.02)
Specifies whether to have antialiasing (smooth) or edges on the string displayed during Set String's Keyboard
Input. The default is 1, with antialiasing. 0 is no antialiasing, 1 is with antialiasing, 2 is no antialiasing + edges,
and 3 is antialiasing + edges.

43: [Read] Net/DL Done Size (bytes)


44: [Read] Net/DL Estimated Size (bytes)
45: [Read] Net/Connection Speed
46: [Read] Net/Connection Time (sec)
47: [Read] Net/Time Left (sec)
48: [Read] Net/State: -1 Failed 0 Transferring 1 Done
Read-only variables. They hold parameters during net functionality.
As of the current public version, they cannot be used.

51: ◆ Key Config Below ◆


52: Confirm Key (Keyboard)
53: Cancel Key (Keyboard)
54: Sub Key (Keyboard)
55: Confirm Key (Pad)
56: Cancel Key (Pad)
57: Sub Key (Pad)
58: ◆ End of Key Config ◆
Key configuration. Assigning keyboard or pad values (100~ or 300~) from Key Input to these lets you change the
key/button settings.

59: Repeat Confirm Key? (1=ON)


If this is set to 1, during "Key Input: Take Input" with "Wait For Input" enabled, holding down the Confirm key will
act as if you're pressing it rapidly. The repeat speed depends on "15/16: Direction Key Repeat Wait."

60: Repeat Cancel Key? (1=ON)


If this is set to 1, during "Key Input: Take Input" with "Wait For Input" enabled, holding down the Cancel key will
act as if you're pressing it rapidly. The repeat speed depends on "15/16: Direction Key Repeat Wait."

61: Fog Number (Sys13)


Specifies the fog graphic (scenery displayed on top of the map and characters). Fog graphics are read from
System DB Type 13.

62: Fog X Speed


63: Fog Y Speed
Specifies the X and Y speed of the fog. Positive X moves right, positive Y moves down; negative X moves left,
negative Y moves up.

64: Fog Draw Type (0 Normal, 1 Add, 2 Subtract)


65: Fog Opacity (0~255)
Specifies the draw type and opacity of fog. These values take effect as soon as they're changed.

66: Background Number (Sys13)


67: Background X Speed
68: Background Y Speed
Specifies the background graphic (displayed under the map and characters) and its move speed on the X/Y axis.

71: Mouse X Position


72: Mouse Y Position
Holds the current mouse position. Will not go any higher than the game resolution.
Example: At 320x240, 71 (X Position) will be from 0 to 320, and 72 (Y position) will be from 0 to 240.

73: Message/Choice Mouse Input (Accept if 1)


Specifies whether to allow using the mouse to advance text or select choices. If 0, mouse input has no effect.
If 1, you can click to advance text or select choices.

74: Show Mouse Cursor? (1=ON)


Specifies whether to show the mouse pointer. If 0, the mouse pointer will disappear when it's over the game
window.

77: Current [Year]


78: Current [Month]
79: Current [Day]
80: Current [Hour]
81: Current [Minute]
82: Current [Second]
Read-only variables. They hold the current year, month, day, and time. Can be used to note the time on save
files, or make events occur based on real time.

84: Screen Size (0=320x240, 1=640x480)


A read-only variable. Holds the current size of the game screen. Can be used in order to support all sizes when
distributing common events.
85: Drawing Mode (0=3D Mode, 1=Software)
A read-only variable. Holds the current drawing mode. Since software mode is generally more intensive, you can
use this for such purposes as reducing image effects when it's on.

87~91: Member 1~5 Shadow Number (-1=Same as Hero)


Allows you to set different shadows for each ally, different from the hero's.

95/97: Current BGM/BGS Volume [%]


Stores the currently-playing BGM/BGS's volume. These values automatically update when the music changes.

96/98: Current BGM/BGS Tempo [%]


You can change the tempo of the currently-playing BGM/BGS while it continues to play.

100~102: BGM/BGS/SE Volume Correction [%]


Applies a general volume amplification or dampening to all BGM/BGS/SE. Unless changed by events, this will
always stay at 100(%).

104/ 105: X/Y Scroll Value


Specifies the map scroll position. This indicates the scroll amount in pixels from the map's top-left origin point of
0,0.

108: [Read] Commands Processed on Current Frame


Returns the number of event commands processed from when this frame began, to when this value was gotten.
You could use this to judge where you need to insert waits -
when this exceeds a certain value, you may want to insert a wait.

The order of event processing is:


Map Events → Auto-Start Common Events → Parallel Common Events (in order of ID)
So if you read this System Variable in the last parallel common event, that will gauge how many total commands
were processed in each frame.

110: Current Random Seed


If you set this seed to the same value, the random numbers you get afterward will always come in the same
order.
Can be used at times when you want the randomness to be consistent, such as replay functions in shoot-em-ups
or automated battle scenes.

111: [Read] Window Active State (1=Active)


A read-only variable. Holds 1 when the game window is active.
Can be used for cases like a game that uses the mouse automatically pausing when it's no longer active.

112: [Read] Test Play? (1=YES)


A read-only variable. Holds 1 when in Test Play mode.
If you use Set String's "Get File List of Folder" to say "if BasicData.wolf exists, quit the game,"
you can make it so players can't use Test Play with the public release.
[ System String List ]
1: Confirm Key [Keyboard]
2: Cancel Key [Keyboard]
3: Sub Key [Keyboard]
4: Confirm Key [Pad]
5: Cancel Key [Pad]
6: Sub Key [Pad]
Read-only strings. They hold the names of each key/button currently assigned in key config.
(For example, in the default state, the keyboard Confirm Key is Z, so #1 holds "Z". For gamepads, #4 holds "Pad
1", etc.)

10: Hero Character Graphic


11~15: Member 1~5 Character Graphic
Specifies the filename of each character's graphics file. You can change character graphics by assigning
filenames to these.

20: Proxy Address [Ex: aa.net]


21: Proxy Port No. [Ex: 80]
Used with the download function, but currently not usable.

25: [Read] Show Message Contents


A read-only variable. Holds the last string displayed with Show Message.
Can be used to save a log of all messages.

26: Show Message Append: At Start


27: Show Message Append: At End
Specifies strings to append to the start and end of Show Message text.
For example, if you put "AAA" in #26 and Show Message "Hello!", the message actually displayed will be
"AAAHello!"

Uses include having a parallel event that sets #26 to "\>" (instantly display message) and #27 to "\^"
(automatically close message) when the Sub Key is held, giving the Sub Key a message-skip function.

30/31: Background/Fog Graphic File


These specify the current background/fog image filenames. You can change the background/fog graphics by
assigning filenames here.
If you change one of these by assigning a filename, System Variable #61/66 [Fog/Background Number (Sys13)]
will become -2.
You can also set with parameters by using multiple lines in the format "Filename (linebreak) X Speed (linebreak)
Y Speed (linebreak) Link to Map (1: ON)".

33/34: [Read] Current BGM/BGS File


A read-only variable. Contains the filename of the currently-playing BGM/BGS.

40~49: [Read] Option 1~10 Contents


A read-only variable. Contains the last-displayed choice options.
[Special Characters Reference]

A list of special text codes you can use in events and string pictures. Note that all special codes are case-sensitive,
meaning whether you use lowercase or uppercase matters.

[Insert Number or String]

\v[XXX]: Replaced by the value of the XXXth Normal Variable.


\v?[XXX] Replaced by the XXXth variable in Spare Variable set ?. (Example: \v1[30])
\s[XXX]: Replaced by the XXXth String Variable.
\self[X] (*X from 0 to 9):
Replaced by this map event's SelfX variable.
\cself[XX] (*XX from 0 to 99):
Replaced by this Common Event's SelfX.
(0~4, 10-99 are number vars, 5-9 are strings)
\udb[A:B:C] (*A~C are numbers):
Replaced by User DB Type A, Data B, Field C.
\cdb[A:B:C] (*A~C are numbers):
Replaced by Variable DB Type A, Data B, Field C.
\sdb[A:B:C] (*A~C are numbers):
Replaced by System DB Type A, Data B, Field C.
\sys[XXX]: Replaced by the XXXth System Variable.
\sysS[XXX]: Replaced by the XXXth System String.

(Added 01/13/2009)
* There is a priority order to special insertion codes, and if you follow it, you can nest them within each other.
The priority order is:
Normal Variable \v < Spare Variable \v? < Self Variable \self < Common Self \cself < System Variable \sys <
User DB \udb < Variable DB \cdb < System DB \sdb < String Variable \s < System String \sysS
You can put special codes of a lower rank instead of the [ ]s of a special code.
For instance, \cself[\v[12]] (\v < \cself) will properly call the Common Self of the number given by \v[12].
However, reversing it to \v[\cself[2]] does not work, because \cself has higher priority than \v.

* Due to this priority ranking, the DB-reading codes


can include variable-reading codes like so: "\udb[3:\v[4]:\self[1]]"
However, for cases like \udb[\cdb[1:1:1]:2:3] (*\udb < \cdb, yet cdb is on the inside),
where a higher-priority DB-reading code is put inside a DB-reading code,
things will behave in an unstable manner.

[Change Text Properties]

\f[XX]: Changes font size for following text.


\m[XX]: Put at start of line to set maximum font size for line.
Use when vertical text placement is getting messy.
\c[XX]: Changes font color. Colors are from System DB Type 12.
\E: Puts edges on following text (E for "edge").
\N: Removes edges from following text (N for "normal"). (*This is the default state.)
\-[XX]: Shortens spacing of following text by XX pixels.
If you use a negative value for XX, text spaces out more.
\font[X]: Changes the font to sub-font X. \font[0] reverts to default font.
\A+ ... Assigns anti-aliasing to the following text. This makes text look smoother.
\A- ... Disables anti-aliasing for the following text.

[Text Display Control]

\\ ... Replaced by a normal \.


\! ... Pauses message until button press.
\. ... Waits 0.25 seconds.
\^ ... Forces end of message display without input.
\> ... Makes rest of line instantly appear.
\< ... Halts instant display caused by \>.

\mx[??] (*?? is a number) ... Shifts position of following text by ?? pixels in the X direction. Cleared on next line.
\my[??] (*?? is a number) ... Shifts position of following text by ?? pixels in the Y direction.
\ax[??](*?? is a number)... Forces internal anchor of following text to X position of ?? pixels. Cleared on next line.
\ay[??] (*?? is a number) ... Forces internal anchor of following text to Y position of ?? pixels.
If you want to text to overlap, inputting "■\ax[0]\ay[0]◆" will make the two symbols draw in the same place.

\sp[??] (*?? is a number) ... Changes typing speed of following text to ?? characters per second.
\space[??] (*?? is a number) ... Changes linebreak height to ?? pixels.
\r[Base String,Ruby Text] ... Puts "Ruby Text" on top of "Base String."
Ruby text uses the color defined in System DB Type 12 (Text Color), Data #13.

\i[num] (*From 0 to 999) ... Shows "icon<num>.png" icon in message,


from the BasicData folder in Data. Can be used to put icons
in front of item names, or include special symbols in text. (Added in Ver. 1.03)
* Always make the filenames use three digits after "icon", such as "icon031.png".
* "icon" files will not display unless in the BasicData folder.

  <Usage Example>

   
    Here ↑

\img[filename] (*Path relative to Data) ...


Shows the image "<filename>" in the Data folder.
Example: "\img[Picture/Test1.png]" loads Data\Picture\Test1.png.
Behavior is the same as icons \i [ ] described above, but it may be slightly more intensive.
* If the file is not found, an error message will be shown.

<L> ... Left-align following text. (Default)


<C> ... Center-align following text.
<R> ... Right-align following text.
[Special Codes Usable in Database Field Names]

 Below are special codes that can be used in the Field names defined in Database "Type Settings."
They vary somewhat from the codes used in events and string pictures, so be careful.

    ← These can be used in the boxes marked by the arrows.


[Insert Number or String]

\udb[A:B:C] (*A~C are numbers):


Replaced by User DB Type A, Data B, Field C.
\cdb[A:B:C] (*A~C are numbers):
Replaced by Variable DB Type A, Data B, Field C.
\sdb[A:B:C] (*A~C are numbers):
Replaced by System DB Type A, Data B, Field C.

\udb[A:B] (*A and B are numbers):


Replaced by the Data ID of User DB Type A, Data B.
\cdb[A:B] (*A and B are numbers):
Replaced by the Data ID of Variable DB Type A, Data B.
\sdb[A:B] (*A and B are numbers):
Replaced by the Data ID of System DB Type A, Data B.

\d[X] (*X is a number): Replaced by the value of the field number + X.


(For example, if you write \d[4] in Field 12's input box, it becomes 16.)

* These DB-reading special codes can also


have \d[X] used inside of them, such as "\udb[3:\d[0]]".
However, cases like \udb[\cdb[1:1:1]:2:3] where a DB-reading code is
inside another DB-reading code will be unstable, so please refrain from doing this.

 
[Variable Reference List]

By putting numbers over 1000000 (1 million) in a number field, you can read the values of variables.
An example is shown below.

  

The following values can be read.


1000000+10*Y+X
→ Map Event Y's Self Variable X

1100000+X
→ This Map Event's Self Variable X (Careful not to confuse this with Common Self Variables!)

15000000+100*Y+X
→ Common Event Y's Common Self X (0-4, 10-99 are number vars, 5-9 are strings)

1600000+X
→ This Common Event's Common Self X (Careful not to confuse this with Map Event Self Variables!)

2000000+X
→ Normal Variable #X

2000000+100000*Y+X
→ Spare Variable Set Y's #X (Example: 2100003 = Spare Variables 1 #3)

3000000+X
→ String Variable #X

8000000+X
→ Returns a random value from 0 to X.

9000000+X
→ System Variable #X

9100000+10*Y+X
→ Get or Set Event Y's Position (*1)
(X = 0: Map X Position (Normal [1 tile = 1 unit]) 1: Map Y Position (Normal)
2: Map X Position (Precise [0.5 tiles = 1 unit]) 3: Map Y Position (Precise)
4: Event Height (Pixels) 5: Event Shadow Number
6: Event Direction (1-9) 9: Event Character Graphic [String])
9180000+10*Y+X
→ Get or Set Hero/Ally Position (X the same as (*1), Y is ally number)

9190000+X
→ Get or Set This Event's Position (X is the same as (*1))

* If you set a position using these reference numbers, the character will move there at its defined move speed.
By changing position and event facing direction in tandem,
you can move characters and change their direction with only "Set Variable."
―――――――――――――――――――――――――――――――――――
9900000+X
→ System String #X

1000000000 (10AABBBBCC)
→ User DB Type A/Data B/Field C

1100000000 (11AABBBBCC)
→ Variable DB Type A/Data B/Field C

1300000000 (13AABBBBCC)
→ System DB Type A/Data B/Field C

* -999999 to +999999 (999,999) are treated as standard numbers.


[Helpful Tools]

 WOLF RPG Editor can use "BMP," "JPG," and "(transparent) PNG" formats for images, and "MIDI," "WAV," and
"OGG" formats for audio. These are some helpful tools for creating these resource files.
 

 ・ RPG Maker Chips --> WOLF Chips Conversion Tool tkool2WOLF

 ・ Transparent PNG Creation Tool / OGG File Creation Tool

 ・ Character Graphics Synthesizer Tool


 
[RPG Maker Chips ⇒WOLF Chips Conversion Tool tkool2WOLF]

 A tool that converts RPG Maker 2000, 2003, XP, or VX-format map chips and character chips
to a WOLF RPG Editor-supported format.
You can split up RPG Maker 2000, 2003, or VX face graphic resources,
set transparency on images, or combine map chips together; it's extremely multi-functional.

 I'm deeply grateful to Rikka for creating such a wonderful tool.

- "tkool2WOLF (Japanese)"
 http://www.silversecond.com/WolfRPGEditor/Data/Rikka/ (Distribution Page)

[Usage]
After starting, just drag and drop the RPG Maker chips you want to convert.
Refer to the images below for examples of the basic functions.
[Transparent PNG Creation Tool / OGG File Creation Tool]

 These tools let you easily create transparent PNGs and OGGs, even if you may not be too familiar with them.

[Graphics-Related]
- "BTJ32 (Japanese)" Easily create transparent PNG files from BMPs or PNGs.
 http://www.vector.co.jp/soft/win95/art/se074357.html (Vector)
[Usage]
1. After starting, drag a BMP or PNG file onto the window (or use "Open File").
2. Click the "P" icon on top, then check the "Transparent Background" box that appears.
3. Click the "Transparent Color" button, then "Select From Image."
4. The current image will be shown in the window that appears.
Right-Click the color you want to make transparent and choose "OK."
5. "Save As"... And now, you have a transparent PNG.
[Audio-Related]
- "Rip! AudiCO (Japanese)" MP3 or WAV format → OGG format conversion tool.
 http://www.vector.co.jp/soft/win95/art/se202196.html (Vector)
→ When you start, a "first-time wizard" will come up.
You can just drop MP3 or WAV files in the "OGG Conversion" box.
- "KbMedia Player (Japanese)" A player that can play back OGG-format audio.
 http://www.vector.co.jp/soft/win95/art/se175675.html (Vector)
 * Programs listed as "Windows 95/98 only" will also run on 2000 and XP.

[Character Graphics Synthesizer Tool]

 A tool that lets you create a character graphics file by combining parts.

- "Graphic Synthesizer (Japanese)"


 Included in the latest WOLF RPG Editor full package.
[Usage]
After starting, select "Image Set," and choose the parts you want.
Once done, click the "Create Image" button and save.
Parts are always welcome in the resource submission thread on the forums.

You might also like