WRPGE User Manual
WRPGE User Manual
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]
[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.
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.
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.
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."
07/27/2008 In accordance with version update, removed "Uses MIDI" from "Basic Game Settings."
Fixed missing parts of "System Variable List."
This section addresses common situations and questions encountered by those using WOLF RPG Editor for the
first time.
For anything not listed here, check the Question Summary Thread on the Wiki (requires an internet connection).
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."
"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.
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)
@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.
[6] (Just after starting the game) The position of displayed text is off.
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.
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.
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."
[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.
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.
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.
- 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
■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)
◆ 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
■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.
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.
- DX Library
DX Library Copyright (C) 2001-2005 Takumi Yamada.
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.
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.
- 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.
* 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.)
- 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!
- 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.
[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.
■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.
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.
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.
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]
- 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.
[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.
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.
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.
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.)
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.
[ Config ]
Selecting "Game Settings" -> "Open Config" runs Config.exe, which displays the following window.
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.
[ Editor Options ]
You can change Editor Options from "Options" -> "Editor Options." It will display the following window.
You can change the following options.
Accessed from "File" -> "Create Game Data." It will display the following window.
[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).
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.
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.
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.
* 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.
* 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.
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.
- 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 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.
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.
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
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.
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.
Clicking this icon on the left side opens the "Create New Map" window.
[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.
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.
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.
↓ 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]
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~").
[Map ID, X, Y]
No real need to mess with these.
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.
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.
- Edit Event Commands ... Double-click the event command you want to edit.
- 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]
3. Page Buttons
Select the event page to edit.
5. Move Route
Select a movement route for the event. There are four options: "Don't Move," "Custom," "Random," and
"Toward Hero."
- 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.
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.
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.
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
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:
2. Move Actions
A box showing the actions to perform.
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:
[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.
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.
→ 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.
There are also these three operators exclusive to the "Set Variable" command.
Also, there are two special operators that are only used between the two values of the right side.
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.
[Event Command List]
[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.
* 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]
[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.
As long as choice graphics are set up, choices are automatically displayed in a window.
[Special Functions]
Event Command "Set Variable"
[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."
- 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).
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.
[Special Functions]
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."
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."
- 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:
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."
- Current Map ID
- Playing BGM/BGS #
- BGM/BGS Position (ms / For MIDI, Ticks)
- Current BGM/BGS Length (ms / For MIDI, Ticks)
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.
- 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.
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.
- 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.
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.
[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.
- 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
- Wait For Input ... Pauses the event until any of the keys specified above are pressed.
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.
* 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.
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.
- Keyboard
The same as Take Input "All Keyboard Keys (100~)", but outputting it instead.
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”
[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.
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.
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.
- 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.
* 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.
- 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.
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.
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 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.
[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.
[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.
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.
[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]
- 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.
[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).
* 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.
* 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"
[Function Explanations]
[Loop (Repeat)]
Commands inside a loop will repeat until a "Break Loop" executes.
[Break Loop]
Gets out of the loop.
[|Move Route]
Lets you control movement of events and the hero. For details, refer to "Move Route."
[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.
[Game End]
Closes the entire game.
[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).
[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.
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"
[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.
[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.
[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]
- Section Explanations
- 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
[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.
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.
* 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.
This explains all of the 24 types, and the data fields of each.
* Vertical Divisions is only usable for "Pause Graphic (Data #0)" and "Choice Cursor Graphic (Data #2)."
* 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.)
Database: [User Database]
To read data from the User Database, use the event command "DB Management."
Database: [Variable Database]
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
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.
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.
[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.
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)
- 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.
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.
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.
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.
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.
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.
- Fonts -
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.
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.
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.
(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.
\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.
<Usage Example>
Here ↑
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.
[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.
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
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.
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.
- "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.
A tool that lets you create a character graphics file by combining parts.