Creating Maps
Maps are the foundation of your game world. In Pokémon Essentials BES, maps are created using RPG Maker XP and wild encounters are defined inPBS/encounters.txt.
Using RPG Maker XP Editor
Opening the Map Editor
- Launch your project in RPG Maker XP
- The main editor shows your current map in the center
- Use the left panel to navigate between maps
- The tileset panel on the right shows available tiles
Pokémon Essentials BES requires RPG Maker XP (not VX, VX Ace, or MV/MZ). Make sure you have the correct version installed.
Map Basics
Creating a New Map
Map Layers
RPG Maker XP has three tile layers:Map Properties
Double-click a map to access its properties:The internal name of the map. Also used as the display name unless overridden.
Map dimensions in tiles. Standard sizes:
- Small: 20×15
- Medium: 30×20
- Large: 50×35+
Determines which tiles are available:
- Outdoor - Routes, towns
- Indoor - Houses, buildings
- Cave - Caves, dungeons
- Dungeon - Special areas
Background music file (from
Audio/BGM/).Leave blank to inherit from parent map.Background sound (from
Audio/BGS/).Examples: “Waves”, “Birds chirping”Steps between wild encounters. Standard: 25Lower = more frequent encounters.
Wild Encounters
Wild encounters are defined inPBS/encounters.txt:
Encounters File Structure
Land - Walking in grassLandMorning - Morning encounters (6am-12pm)LandDay - Day encounters (12pm-6pm)LandNight - Night encounters (6pm-6am)Cave - Walking in cavesWater - SurfingOldRod - Fishing with Old RodGoodRod - Fishing with Good RodSuperRod - Fishing with Super RodRockSmash - Using Rock SmashHeadButt - Using Headbutt on treesReal Example: Route 1
- Day encounters (Rattata and Pidgey)
- Night encounters (Rattata, Hoothoot, and Spinarak)
- 12 slots per encounter type
- Level ranges from 1-4
Encounter Slot Probabilities
The 12 slots have different encounter rates:Water Encounters
Fishing Encounters
Fishing typically uses only 5 slots instead of 12.
Time-Based Encounters
Use different encounter types for time of day:Map Events
Creating an Event
- Double-click on the map where you want the event
- Set event properties:
- Name: Descriptive name for organization
- Graphic: Character sprite or object tile
- Move Route: Movement pattern (if any)
- Trigger: How the event activates
Event Triggers
Activates when player presses the action button (Enter/Space) facing the event.Use for: NPCs, signs, items
Activates when player walks into the event.Use for: Trainers, wild encounters, warps
Activates when event walks into player.Use for: Moving NPCs that approach player
Runs immediately when player enters map (if conditions are met).Use for: Cutscenes, one-time events
Runs constantly in background.Use for: Weather effects, animated objects
Common Events
NPC Dialog
Item Pickup
Trainer Battle
Warp/Door
Healing Event
Map Connections
To connect maps seamlessly:Using Map Edges
- Create events at map edges with Player Touch trigger
- Use transfer player command to adjacent map
- Ensure coordinates align between maps
Example Edge Transfer
Grass Patches
For wild encounter areas:- Paint grass tiles on Layer 1
- Set terrain tag to Grass in the Tileset editor
- Define encounters in
encounters.txtfor that map
Making Tall Grass
Use Layer 2 or 3 for grass that covers the player:Indoor Maps
Creating a Building Interior
Building Entrance (Outside)
Building Exit (Inside)
Cave Maps
For cave/dungeon areas:- Use Cave tileset
- Add rock walls and obstacles
- Create multiple floors with stairs
- Define cave encounters in
encounters.txt
Weather Effects
Set weather in map properties or events:Testing Your Maps
Map Design Tips
Performance Optimization
- Keep maps under 100×100 tiles when possible
- Avoid excessive parallel process events
- Use conditional branches to disable unused events
- Don’t place too many events on one map (150+ can lag)
Common Issues
Wild encounters not appearing
- Check map ID matches in encounters.txt
- Verify terrain tag is set to “Grass”
- Ensure encounter rate is not 0
Player falls through floor
- Check passability settings in Tileset editor
- Verify Layer 1 has ground tiles
Events don’t trigger
- Check event trigger type
- Verify conditions are met
- Ensure priority is set correctly
Next Steps
- Creating Pokémon - Add Pokémon to your encounters
- Creating Trainers - Place trainers on your maps
- Creating Items - Hide items in your maps for players to find