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{{for|defining special information about a map|Metadata}}
This article describes how '''game maps''' work. It does ''not'' explain how to create maps, though, as that is a basic skill required to use RPG Maker XP.
 
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{{for|joining two maps together|Connecting maps}}
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{{for|the graphic that shows the whole region|Region map}}
 
This page describes how '''game maps''' work. It does ''not'' explain how to create maps, as that is a basic skill required to use RPG Maker XP.
   
Not to be confused with the [[Region map]], which is a picture of the entire region normally accessible via the Town Map, and which is used for choosing a Fly destination.
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Not to be confused with the [[region map]], which is a picture of the entire region normally accessible via the Town Map or [[Pokégear]], and which is used for [[Using moves outside battle|choosing a Fly destination]].
   
 
== Map details ==
 
== Map details ==
Each map has a number of properties, which include the name, dimensions, tileset used and background music (BGM). These are all self-explanatory.
 
   
 
Each map has a number of standard properties, which include the name, dimensions, [[Tilesets|tileset used]] and background music (BGM). These are all self-explanatory and are part of RPG Maker XP's functionality.
You should leave the "Encounters" part of a map's properties blank. Pokémon and wild Pokémon encounters are defined in a different way.
 
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You should leave the "Encounters" part of a map's standard properties blank. Pokémon and [[Wild encounters|wild Pokémon encounters]] are defined in a different way in Essentials and do not use RMXP's built-in "Encounters" feature.
   
 
=== Map names ===
 
=== Map names ===
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You can insert the player's name into a map's name, by using the phrase <code>\PN</code>, e.g.
 
You can insert the player's name into a map's name, by using the phrase <code>\PN</code>, e.g.
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\PN's house
 
\PN's house
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If the player's name is "Red", then this map's name will be "Red's house".
 
If the player's name is "Red", then this map's name will be "Red's house".
   
 
== Tips ==
 
== Tips ==
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* Pad the edges of maps with inaccessible areas (e.g. trees, clifftops) so that the player cannot see the black beyond the edges of the map.
 
* Pad the edges of maps with inaccessible areas (e.g. trees, clifftops) so that the player cannot see the black beyond the edges of the map.
** There should be 8 padding tiles on the left and right sides, and 6 padding tiles on the top and bottom sides.
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** There should be 8 padding tiles on the left and right sides, and 6 padding tiles on the top and bottom sides (assuming the default screen size).
 
** You do not need to bother doing this with indoor maps, as the blackness is a desired feature.
 
** You do not need to bother doing this with indoor maps, as the blackness is a desired feature.
* Make sure there are no areas the player can reach and not get out of. When considering this, assume that the player will not have any items or HM-compatible Pokémon that could get them out of that area, unless they will ''definitely'' have them at that point.
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* Make sure there are no areas the player can reach and not get out of. When considering this, assume that the player will not have any items or [[Using moves outside battle|HM-compatible]] Pokémon that could get them out of that area, unless they will ''definitely'' have them at that point and cannot lose them.
** One particular scenario to thoroughly check is when the player is able to push boulders/break rocks/slide on ice. It is very easy to accidentally design a map where the player can become trapped because of these obstacles.
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** One particular scenario to thoroughly check is when the player is able to push boulders/break rocks/slide on ice. It is very easy to accidentally design a map where the player can become trapped because of these [[obstacles]].
 
* The current map's name is shown when the player saves the game. As the player can save on (nearly) every map, make sure all the game's maps have names that are presentable to the player (e.g. "Professor Oak's Lab", not "Map054").
 
* The current map's name is shown when the player saves the game. As the player can save on (nearly) every map, make sure all the game's maps have names that are presentable to the player (e.g. "Professor Oak's Lab", not "Map054").
 
* If you have a really large map which is causing lag, consider splitting it up into multiple smaller maps. There are ways to treat the smaller maps as a single map, so the player won't notice any difference.
 
* If you have a really large map which is causing lag, consider splitting it up into multiple smaller maps. There are ways to treat the smaller maps as a single map, so the player won't notice any difference.

Revision as of 14:45, 24 August 2019

For defining special information about a map, see Metadata.
For joining two maps together, see Connecting maps.
For the graphic that shows the whole region, see Region map.

This page describes how game maps work. It does not explain how to create maps, as that is a basic skill required to use RPG Maker XP.

Not to be confused with the region map, which is a picture of the entire region normally accessible via the Town Map or Pokégear, and which is used for choosing a Fly destination.

Map details

Each map has a number of standard properties, which include the name, dimensions, tileset used and background music (BGM). These are all self-explanatory and are part of RPG Maker XP's functionality.

You should leave the "Encounters" part of a map's standard properties blank. Pokémon and wild Pokémon encounters are defined in a different way in Essentials and do not use RMXP's built-in "Encounters" feature.

Map names

You can insert the player's name into a map's name, by using the phrase \PN, e.g.

\PN's house

If the player's name is "Red", then this map's name will be "Red's house".

Tips

  • Pad the edges of maps with inaccessible areas (e.g. trees, clifftops) so that the player cannot see the black beyond the edges of the map.
    • There should be 8 padding tiles on the left and right sides, and 6 padding tiles on the top and bottom sides (assuming the default screen size).
    • You do not need to bother doing this with indoor maps, as the blackness is a desired feature.
  • Make sure there are no areas the player can reach and not get out of. When considering this, assume that the player will not have any items or HM-compatible Pokémon that could get them out of that area, unless they will definitely have them at that point and cannot lose them.
    • One particular scenario to thoroughly check is when the player is able to push boulders/break rocks/slide on ice. It is very easy to accidentally design a map where the player can become trapped because of these obstacles.
  • The current map's name is shown when the player saves the game. As the player can save on (nearly) every map, make sure all the game's maps have names that are presentable to the player (e.g. "Professor Oak's Lab", not "Map054").
  • If you have a really large map which is causing lag, consider splitting it up into multiple smaller maps. There are ways to treat the smaller maps as a single map, so the player won't notice any difference.