Palette picks a whole object on a click; mod documentation
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# RPG Map Editor — painting tile maps and placing events
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The RPG Map Editor edits the tile maps of the RPG engine while the game runs: the three tile layers, walls and passages, the player's start, random battles and the events — characters, signs, doors, items to pick up. Saving updates the map in the game at once, and **Play** walks it.
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It opens from the tool box (the hammer on the toolbar) as **RPG Map Editor**, on the map the player is on.
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## An edit and its result in the game
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The elder's house of RPG Plus before the edit:
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In the editor: the **Appearance** tab, the merchant's sprite, **Place NPC**, a click on a free cell. The new event is selected on the **Events** layer and its properties are on the right:
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After **Save** (Ctrl+S) the merchant stands in the house:
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His dialogue and behaviour are set in the event's properties: a scenario, a condition, a trigger.
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## The layers and tools
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- **Back**, **Main**, **Front** — the tile layers. Back and Main can block walking with solid tiles; Front is drawn over the characters and never blocks.
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- **Collision** — painted over the tiles: *Wall* (always blocked), *Passage* (always walkable) or *Auto* (from the tiles).
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- **Events** — click to select or drag, double-click an empty cell to add, Del to delete.
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- **Pencil**, **Eraser**, **Fill**; the right mouse button erases, Alt+click picks a tile, keys 1–5 switch layers, B/E/G the brushes.
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- **Undo**/**Redo** (Ctrl+Z / Ctrl+Y), the grid, zoom (Ctrl+wheel).
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The tabs on the left: **Tiles** (the palette of the map's tileset, whole objects such as a house or a tree can be stamped in one go), **Characters** (characters with combat stats, placed as enemies), **Items** (placed as pick-ups with a count) and **Appearance** (every sprite of the loaded mods, placed as NPCs).
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The right column holds the map's properties: its name key, tileset, size, zoom, ambient light and atmosphere, the spawn point and facing, and random battles (every ~N steps, the enemy groups such as `slime; wolf,slime`).
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## Top-down and isometric
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The editor draws the map the way the game does. The view picker in the toolbar switches the preview only; the map data stays the same. The house in the isometric preview:
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The game's own view is set by the collection setting `tile.renderer` (`topdown` or `isometric`); `--editor-renderer=isometric` opens the editor with the isometric preview.
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## Whose files are written
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- The map itself is saved into its `maps/<id>.json`.
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- Events go into the map's own events file in the same mod (`map_events/<map>/…`). Events that other files or other mods add to the map are shown faded with dashed frames and are never rewritten; their ids cannot be reused.
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- **+** next to the file list makes a new map in the selected mod; after saving, the game knows it as a scene.
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- Only mods installed as folders can be written to.
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## If something goes wrong
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1. **Play says the game does not know the scene.** The map needs `scenes/<id>.json` in its mod.
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2. **An event cannot be selected.** It belongs to another file or mod (dashed frame).
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3. **An NPC does not talk.** Its event has no scenario, or its trigger is not the action key.
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4. **Saving changes lines you did not touch.** The editor writes the files in its own order and adds default values of events, so a diff can show more than the edit.
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