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The RPG Maker XP Editor is the primary tool for creating and editing maps, events, database entries, and other visual elements of your Pokémon game.

Editor Files

Pokémon Essentials BES includes the following editor files:
  • Editor.exe - The RPG Maker XP editor application
  • Editor.ini - Configuration file that specifies which script library to load

Editor Configuration

The Editor.ini file configures the editor to use the EditorScripts:
[Game]
Library=RGSS102E.dll
Scripts=Data\EditorScripts.rxdata
Title=Pokemon Essentials
RTP1=
RTP2=
RTP3=
The editor uses EditorScripts.rxdata instead of the main Scripts.rxdata file to provide editor-specific functionality.

Opening the Editor

1

Launch the Editor

Double-click Editor.exe in your game’s root directory to open the RPG Maker XP Editor.
2

Load Your Project

The editor will automatically load your Pokémon Essentials project based on the configuration in Editor.ini.

Map Editor

The map editor is where you create and design the world of your Pokémon game.

Creating Maps

1

Open the Map Tree

The left panel shows your map hierarchy. Right-click to create new maps.
2

Set Map Properties

Configure map settings including:
  • Map name and dimensions
  • Tileset to use
  • Background music (BGM)
  • Battle background
  • Encounter settings
3

Design the Map

Use the tileset palette to paint tiles onto your map. The editor supports multiple layers:
  • Layer 1 - Ground layer (passable terrain)
  • Layer 2 - Middle layer (decorations)
  • Layer 3 - Top layer (overhead elements like tree canopies)

Map Tools

  • Pencil Tool - Draw individual tiles
  • Rectangle Tool - Fill rectangular areas
  • Fill Tool - Fill connected areas with the same tile
  • Zoom - Adjust map view scale

Database Editor

The Database editor manages game data like items, moves, and Pokémon species.
While the Database editor is available, Pokémon Essentials BES primarily uses PBS files for game data. Many database entries are managed through PBS text files instead. See the PBS Files section for more information.

Database Categories

  • Actors - Player and trainer data
  • Classes - Character classes (not typically used in Pokémon games)
  • Skills - Pokémon moves (often managed via PBS)
  • Items - Items and equipment (managed via PBS)
  • Weapons/Armors - Not used in Pokémon Essentials
  • Enemies - Wild Pokémon (managed via PBS)
  • Troops - Battle formations
  • States - Status conditions
  • Animations - Battle animations
  • Tilesets - Map tileset definitions
  • Common Events - Reusable event scripts
  • System - Game system settings

Event Editor

Events are interactive elements on maps that trigger scripts, dialogue, items, battles, and more.

Creating Events

1

Enter Event Mode

Double-click on a map tile where you want to place an event.
2

Configure Event Properties

Set the event’s:
  • Name (for identification)
  • Graphic (sprite appearance)
  • Trigger type (Action Button, Player Touch, Event Touch, Autorun, Parallel Process)
  • Movement settings
3

Add Event Commands

Build the event’s behavior using event commands:
  • Show Text - Display dialogue
  • Show Choices - Present player options
  • Conditional Branch - Logic branching
  • Script - Execute Ruby code
  • Transfer Player - Move to different map
  • And many more…

Event Pages

Events can have multiple pages with different conditions:
  • Each page has its own appearance and commands
  • Pages activate based on conditions (switches, variables, items, etc.)
  • Higher-numbered pages take priority when conditions are met
Use event pages to create dynamic NPCs that change dialogue or behavior based on story progress.

Script Editor

The Script editor allows you to edit Ruby scripts directly within the editor.
The built-in Script editor has a limited text area. Use the extendtext.exe tool to expand the dialog box, or extract scripts to external .rb files for easier editing.

Accessing the Script Editor

  • Press F11 or go to Tools → Script Editor
  • Navigate through scripts in the left panel
  • Edit Ruby code in the right panel
For serious script development, consider using the Script Extractor to work with scripts as individual .rb files in your preferred code editor.

Testing Your Game

Playtest from Editor

Press F12 or go to Game → Playtest to launch your game for testing.
  • The game runs in test mode with debug features available
  • Press F12 during gameplay to soft reset
  • Press F8 to take screenshots

Starting Position

Set the player’s starting position:
1

Open the Map

Navigate to the map where you want the player to start.
2

Set Starting Position

Right-click on the desired tile and select “Set Starting Position”, or use the Database → System tab to configure it.

Tips for Using the Editor

  • Save Frequently - Use Ctrl+S to save your work regularly
  • Backup Your Project - Make regular backups before major changes
  • Use Layers - Organize map tiles across the three layers for proper visual hierarchy
  • Test Often - Regularly playtest to catch issues early
  • Comment Events - Use event names to describe what each event does
  • Organize Maps - Use the map tree hierarchy to keep maps organized by region or purpose

Common Issues

Editor Won’t Launch

  • Ensure RGSS102E.dll is present in the game directory
  • Check that Editor.ini points to valid files
  • Verify Data/EditorScripts.rxdata exists

Changes Not Appearing in Game

  • Save your changes in the editor (Ctrl+S)
  • Ensure you’re running Game.exe, not the editor playtest
  • Clear any cached data if necessary

Script Editor Text Box Too Small

Use the extendtext.exe tool:
1

Open Script or Text Dialog

Open the Show Text or Script dialog box in the editor.
2

Run extendtext.exe

While the dialog is open, run extendtext.exe from the Tools folder to expand the text area.

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