mod_rpg_editor_name = RPG Map Editor mod_rpg_editor_desc = Editor of tile maps for the RPG world: three tile layers, the collision layer and map events, with undo and a live preview in the running game. tools/rpg_editor/title = RPG Map Editor tools/rpg_editor/hint = LMB — paint · RMB — erase · Alt+LMB — pick tile · events: click — select/drag, double-click — add, Del — delete · 1–5 layers · B/E/G brush · wheel/Shift+wheel, MMB drag — scroll · Ctrl+wheel zoom · Ctrl+Z/Y · Ctrl+S tools/rpg_editor/layer_back = Back tools/rpg_editor/layer_main = Main tools/rpg_editor/layer_front = Front tools/rpg_editor/layer_collision = Collision tools/rpg_editor/layer_events = Events tools/rpg_editor/tool_pencil = Pencil tools/rpg_editor/tool_eraser = Eraser tools/rpg_editor/tool_fill = Fill tools/rpg_editor/grid = Grid tools/rpg_editor/zoom_in = Zoom in tools/rpg_editor/zoom_out = Zoom out tools/rpg_editor/undo = Undo tools/rpg_editor/undo_tip = Undo the last edit (Ctrl+Z) tools/rpg_editor/redo = Redo tools/rpg_editor/redo_tip = Redo (Ctrl+Y) tools/rpg_editor/play = Play tools/rpg_editor/play_tip = Save and walk the map from its spawn in the running game tools/rpg_editor/play_no_scene = The game does not know scene "{0}": check scenes/{0}.json in the map's mod. tools/rpg_editor/scene_created = scene {0} created tools/rpg_editor/section_palette = Palette tools/rpg_editor/section_map = Map tools/rpg_editor/section_spawn = Spawn tools/rpg_editor/section_encounters = Random battles tools/rpg_editor/section_event = Event tools/rpg_editor/section_action = What it does tools/rpg_editor/section_teleport = Teleport tools/rpg_editor/map_id = Id tools/rpg_editor/map_id_tip = The map id is the file name and the name of the scene that shows the map tools/rpg_editor/map_name = Name key tools/rpg_editor/map_name_tip = Locale key of the map's display name tools/rpg_editor/tileset = Tileset tools/rpg_editor/width = Width tools/rpg_editor/height = Height tools/rpg_editor/resize = Apply size tools/rpg_editor/zoom = Zoom in game tools/rpg_editor/zoom_tip = Screen pixels per tile pixel in the game tools/rpg_editor/x = X tools/rpg_editor/y = Y tools/rpg_editor/dir = Facing tools/rpg_editor/dir_down = Down tools/rpg_editor/dir_left = Left tools/rpg_editor/dir_right = Right tools/rpg_editor/dir_up = Up tools/rpg_editor/encounter_steps = Every ~N steps tools/rpg_editor/encounter_steps_tip = Average number of steps between random battles; 0 turns them off tools/rpg_editor/encounter_groups = Enemy groups tools/rpg_editor/encounter_groups_tip = Character ids, groups split by ";" — e.g. slime; wolf,slime tools/rpg_editor/no_event = Switch to the Events layer and click an event, or double-click an empty cell to add one. tools/rpg_editor/event_id = Id tools/rpg_editor/sprite = Charset tools/rpg_editor/sprite_tip = Image path in the charsets group: 3 frames × 4 facings tools/rpg_editor/tile = Tile tools/rpg_editor/tile_tip = Tileset index drawn when there is no charset; -1 for none tools/rpg_editor/trigger = Trigger tools/rpg_editor/trigger_action = Action key (E/F) tools/rpg_editor/trigger_touch = Stepping on it tools/rpg_editor/solid = Solid tools/rpg_editor/solid_auto = When drawn tools/rpg_editor/solid_yes = Yes tools/rpg_editor/solid_no = No tools/rpg_editor/solid_tile = solid tools/rpg_editor/condition = Condition tools/rpg_editor/condition_tip = Scenario condition; the event exists only while it is true tools/rpg_editor/scenario = Scenario tools/rpg_editor/scenario_tip = Path in the scenarios group, extension optional tools/rpg_editor/commands = Inline scenario lines, run after the scenario: tools/rpg_editor/teleport_map = Map tools/rpg_editor/teleport_map_tip = Target map id; empty with a cell set means this map tools/rpg_editor/delete_event = Delete event tools/rpg_editor/collision_block = Wall — always blocked tools/rpg_editor/collision_open = Passage — always walkable tools/rpg_editor/collision_auto = Auto — from the tiles tools/rpg_editor/problem_tileset = Map "{0}" has no tileset. tools/rpg_editor/problem_event_id = The event at {0} has no id. tools/rpg_editor/problem_event_duplicate = Two events share the id "{0}". tools/rpg_editor/tab_tiles = Tiles tools/rpg_editor/tab_characters = Characters tools/rpg_editor/character_search = Search by name or id tools/rpg_editor/place_npc = Place as NPC tools/rpg_editor/place_npc_tip = Put the character on the map as an event talking on E/F; write its lines in the scenario lines tools/rpg_editor/place_enemy = Place as enemy tools/rpg_editor/place_enemy_tip = Put the character on the map as an enemy: E/F starts a battle with it, it vanishes once beaten tools/rpg_editor/characters_hint = Pick a character, press a button and click a cell on the map (RMB cancels). The charset is found by the character's Charset field or by its portrait path. tools/rpg_editor/place_status = Click the cell to put “{0}” on (RMB cancels) tools/rpg_editor/place_cancelled = Placing the character cancelled tools/rpg_editor/placed_npc = “{0}” placed as an NPC: event {1} tools/rpg_editor/placed_enemy = “{0}” placed as an enemy: event {1} tools/rpg_editor/icon = Icon tools/rpg_editor/icon_tip = Picture in the items group (like an item's Sprite) when there is neither a charset nor a tile tools/rpg_editor/tab_items = Items tools/rpg_editor/item_search = Search by name or id tools/rpg_editor/items_hint = Pick an item, set the count, press "Place" and click a cell (RMB cancels). The player picks it up by stepping on the cell; then it is gone. tools/rpg_editor/item_count = Count tools/rpg_editor/item_count_tip = How many the player gets tools/rpg_editor/place_item = Place tools/rpg_editor/place_item_tip = Lay the item on the map: stepping on the cell picks it up tools/rpg_editor/item_found_line = Found: {0} ×{1} tools/rpg_editor/placed_item = “{0}” lies on the map: event {1} tools/rpg_editor/picker_no_look = No map picture found, a marker is shown tools/rpg_editor/problem_event_locked = Event id {0} is taken by an event of another file or mod — pick another one tools/rpg_editor/section_light = Light tools/rpg_editor/light_radius = Light radius tools/rpg_editor/light_radius_tip = In cells; 0 means the event gives no light. Light shows at dusk and at night tools/rpg_editor/light_color = Light colour tools/rpg_editor/light_color_tip = #rrggbb or #rrggbbaa (alpha is the strength); empty keeps the warm default tools/rpg_editor/ambient = Fixed ambient tools/rpg_editor/ambient_tip = #rrggbb: the map is always lit like this (a room with a lamp); empty: by the time of day tools/rpg_editor/autotile = autotile tools/rpg_editor/atmosphere = Atmosphere tools/rpg_editor/atmosphere_none = Still / indoors tools/rpg_editor/atmosphere_woodland = Woodland: leaves, fireflies, ripples tools/rpg_editor/section_route = Movement route tools/rpg_editor/route_steps = Steps tools/rpg_editor/route_steps_tip = up, down, left, right, wait, random, toward, away, face_up/down/left/right. Separate with commas. Empty = stand still. tools/rpg_editor/route_every = Pause between steps (s) tools/rpg_editor/route_repeat = Repeat route