diff --git a/CHANGELOG.md b/CHANGELOG.md
index b651c7c7..1b6a46de 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -7,6 +7,9 @@ and this project somewhat adheres to [Semantic Versioning](https://semver.org/sp
The **"Breaking Changes"** listed below are changes that have been made in the decompilation projects (e.g. pokeemerald), which porymap requires in order to work properly. If porymap is used on a project that is not up-to-date with the breaking changes, then porymap will likely break or behave improperly.
## [Unreleased]
+Nothing, yet.
+
+## [4.4.0] - 2020-12-20
### Added
- Add undoable edit history for Events tab.
- Add keyboard shortcut for `DEL` key to delete the currently selected event(s).
@@ -258,7 +261,8 @@ The **"Breaking Changes"** listed below are changes that have been made in the d
## [1.0.0] - 2018-10-26
This was the initial release.
-[Unreleased]: https://github.com/huderlem/porymap/compare/4.3.1...HEAD
+[Unreleased]: https://github.com/huderlem/porymap/compare/4.4.0...HEAD
+[4.4.0]: https://github.com/huderlem/porymap/compare/4.3.1...4.4.0
[4.3.1]: https://github.com/huderlem/porymap/compare/4.3.0...4.3.1
[4.3.0]: https://github.com/huderlem/porymap/compare/4.2.0...4.3.0
[4.2.0]: https://github.com/huderlem/porymap/compare/4.1.0...4.2.0
diff --git a/docs/.buildinfo b/docs/.buildinfo
index a81178ed..2e3e4b3d 100644
--- a/docs/.buildinfo
+++ b/docs/.buildinfo
@@ -1,4 +1,4 @@
# Sphinx build info version 1
# This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done.
-config: e41613e939dfe6ab7008de864b4e64a8
+config: 695b36c1e7f0f629e82be547fbb0d86d
tags: 645f666f9bcd5a90fca523b33c5a78b7
diff --git a/docs/_images/edit-shortcuts.gif b/docs/_images/edit-shortcuts.gif
new file mode 100644
index 00000000..274abe8b
Binary files /dev/null and b/docs/_images/edit-shortcuts.gif differ
diff --git a/docs/_images/event-tool-ruler.gif b/docs/_images/event-tool-ruler.gif
new file mode 100644
index 00000000..707c2037
Binary files /dev/null and b/docs/_images/event-tool-ruler.gif differ
diff --git a/docs/_images/go-to-script-button.png b/docs/_images/go-to-script-button.png
new file mode 100644
index 00000000..859ed2f3
Binary files /dev/null and b/docs/_images/go-to-script-button.png differ
diff --git a/docs/_images/new-map-options-window.png b/docs/_images/new-map-options-window.png
index caad5a11..c7782d0b 100644
Binary files a/docs/_images/new-map-options-window.png and b/docs/_images/new-map-options-window.png differ
diff --git a/docs/_sources/index.rst.txt b/docs/_sources/index.rst.txt
index 99807f4a..12eaa30f 100644
--- a/docs/_sources/index.rst.txt
+++ b/docs/_sources/index.rst.txt
@@ -20,6 +20,7 @@ Porymap Documentation
manual/region-map-editor
manual/scripting-capabilities
manual/project-files
+ manual/shortcuts
manual/settings-and-options
.. toctree::
diff --git a/docs/_sources/manual/creating-new-maps.rst.txt b/docs/_sources/manual/creating-new-maps.rst.txt
index 3f7387c7..be660e37 100644
--- a/docs/_sources/manual/creating-new-maps.rst.txt
+++ b/docs/_sources/manual/creating-new-maps.rst.txt
@@ -60,6 +60,9 @@ Location
Can Fly To
Whether a heal location event will be created with this map. This cannot be changed in porymap.
+Show Location Name
+ Shows or hides the map name popup window when entering the map. This can be changed in porymap.
+
Allow Running
Whether the player can sprint on this map. This can be changed in porymap.
diff --git a/docs/_sources/manual/editing-map-events.rst.txt b/docs/_sources/manual/editing-map-events.rst.txt
index 48602a19..ca0b4e41 100644
--- a/docs/_sources/manual/editing-map-events.rst.txt
+++ b/docs/_sources/manual/editing-map-events.rst.txt
@@ -225,11 +225,17 @@ Respawn NPC
Open Map Scripts
----------------
-Clicking the ``Open Map Scripts`` button |open-map-scripts-button| will open the map's scripts file in your default text editor. If nothing happens when this button is clicked, you may need to associate a text editor with the `.inc` file extension.
+Clicking the ``Open Map Scripts`` button |open-map-scripts-button| will open the map's scripts file in your default text editor. If nothing happens when this button is clicked, you may need to associate a text editor with the `.inc` file extension (or `.pory` if you're using Porycript).
+
+Additionally, if you specify a ``Goto Line Command`` in *Options -> Edit Preferences* then a tool-button will appear next to the `Script` combo-box in the *Events* tab. Clicking this button will open the file that contains the script directly to the line number of that script. If the script cannot be found in the project then the current map's scripts file is opened.
+|go-to-script-button|
.. |open-map-scripts-button|
image:: images/editing-map-events/open-map-scripts-button.png
+.. |go-to-script-button|
+ image:: images/editing-map-events/go-to-script-button.png
+
Tool Buttons
------------
@@ -237,17 +243,32 @@ The event editing tab also extends functionality to a few of the tool buttons de
A brief description and animation is listed for each of the available tools below:
Pencil
- When clicking on an existing event, the pencil tool will behave normally (as the standard cursor). It can also be used to "draw" events in a certain location. The event created will be a default-valued event of the same type as the currently selected event.
+ When clicking on an existing event, the pencil tool will behave normally (as the standard cursor). It can also be used to "draw" events in a certain location. The event created will be a default-valued event of the same type as the currently selected event. Right-clicking with the Pencil Tool will return to the Pointer tool.
.. figure:: images/editing-map-events/event-tool-pencil.gif
:alt: Drawing Object Events with the Pencil Tool
Drawing Object Events with the Pencil Tool
+Pointer
+ The Pointer Tool is the default tool for the event editing tab and allows you to select and move events on the map. The Pointer Tool also gives you access to the :ref:`Ruler Tool `.
+
Shift
- You can use the shift tool to move any number of events together. When a selected event is dragged, all other selected events will move with it. When a tile with no event is clicked, all events on the map can be dragged.
+ You can use the Shift Tool to move any number of events together. When a selected event is dragged, all other selected events will move with it. When a tile with no event is clicked, all events on the map can be dragged.
.. figure:: images/editing-map-events/event-tool-shift.gif
:alt: Moving Events with the Shift Tool
Moving Events with the Shift Tool
+
+.. _ruler-tool:
+
+Ruler Tool
+----------
+
+The Ruler Tool provides a convenient way to measure distance on the map. This is particularly useful for scripting object movement. With the Pointer Tool selected you can activate the ruler with a Right-click. With the ruler active you can move the mouse around to extend the ruler. The ruler can be deactivated with another Right-click, or locked in place with a Left-click (Left-click again to unlock the ruler).
+
+.. figure:: images/editing-map-events/event-tool-ruler.gif
+ :alt: Measuring metatile distance with the Ruler Tool
+
+ Measuring metatile distance with the Ruler Tool
diff --git a/docs/_sources/manual/editing-map-tiles.rst.txt b/docs/_sources/manual/editing-map-tiles.rst.txt
index 7d5b4b94..584db1c3 100644
--- a/docs/_sources/manual/editing-map-tiles.rst.txt
+++ b/docs/_sources/manual/editing-map-tiles.rst.txt
@@ -27,9 +27,9 @@ The border's visibility, including the surrounding map connections, can be toggl
You can zoom in and out on the map with *View -> Zoom In* (``Ctrl++`` or ``Ctrl+Mouse Wheel Scroll Up``) and *View -> Zoom Out* (``Ctrl+-`` or ``Ctrl+Mouse Wheel Scroll Down``).
-By default, the mouse cursor will show a white indicator outline of the currently-hovered tile(s) of what will be painted. You can disable this outline with *View -> Cursor Tile Outline*. Additionally, the cursor changes its appearance depending on which tool you currently have selected in the toolbar. You can disable this with *View -> Cursor Icons*.
+By default, the mouse cursor will show a white indicator outline of the currently-hovered tile(s) of what will be painted. You can disable this outline with *View -> Cursor Tile Outline* (``C``). Additionally, the cursor changes its appearance depending on which tool you currently have selected in the toolbar. You can disable this with *View -> Cursor Icons*.
-An indicator outline for the player's in-game view radius can be toggled with *View -> Player View Rectangle*.
+An indicator outline for the player's in-game view radius can be toggled with *View -> Player View Rectangle* (``V``).
The Metatile Selection Pane can be zoomed in or out using the slider on the bottom.
@@ -119,7 +119,7 @@ The Map Shift Tool |map-shift-tool| (*Tools -> Map Shift*, or ``S``) lets you sh
Smart Paths
-----------
-Smart Paths provide an easy way to paint pathways, ponds, and mountains. If there is any formation of metatiles that have a basic outline and a "middle" tile, then smart paths can help save you time when painting. **Smart Paths can only be used when you have a 3x3 metatile selection.** Smart Paths is only available when using the Pencil Tool or the Bucket Fill Tool. To enable Smart Paths, you must either check the Smart Paths checkbox above the map area, or you can hold down the ``Shift`` key. Below are a few examples that illustrate the power of Smart Paths.
+Smart Paths provide an easy way to paint pathways, ponds, and mountains. If there is any formation of metatiles that have a basic outline and a "middle" tile, then smart paths can help save you time when painting. **Smart Paths can only be used when you have a 3x3 metatile selection.** Smart Paths is only available when using the Pencil Tool or the Bucket Fill Tool. To enable Smart Paths, you must either check the Smart Paths checkbox above the map area, or you can hold down the ``Shift`` key. If you have the Smart Paths checkbox checked then you can temporarily disable smart paths by holding down the ``Shift`` key. Below are a few examples that illustrate the power of Smart Paths.
.. figure:: images/editing-map-tiles/smart-paths-1-painting.gif
:alt: Regular vs. Smart Paths
@@ -136,6 +136,11 @@ Smart Paths provide an easy way to paint pathways, ponds, and mountains. If the
Smart Paths from Right-Click Selection
+Straight Paths
+--------------
+
+Straight Paths allows for painting tiles in straight lines by snapping the cursor to that line. Either the X or Y axis will be locked depending on the direction you start painting in. To enable straight paths simply hold down ``Ctrl`` when painting tiles. Straight paths works for both metatiles and collision tiles, and works in conjunction with *Smart Paths*. It also works with the *Map Shift Tool*. Straight path painting can be chained together with normal painting to allow you, for example, to paint a straight path, then release ``Ctrl`` to continue the path normally, then press ``Ctrl`` again to continue painting a straight path from that position.
+
Change Map Border
-----------------
diff --git a/docs/_sources/manual/navigation.rst.txt b/docs/_sources/manual/navigation.rst.txt
index afade419..46b6547c 100644
--- a/docs/_sources/manual/navigation.rst.txt
+++ b/docs/_sources/manual/navigation.rst.txt
@@ -73,7 +73,7 @@ Wild Pokémon Tab
Tileset Editor
--------------
-The Tileset Editor can be opened with *File -> Tileset Editor*. When the Tileset Editor is opened, it is opened in the context of the currently-opened map. Every map has a primary and secondary tileset, so you will work with a combination of the two whenever you use the Tileset Editor. The left-side pane shows the primary and secondary tilesets' metatiles. The right-side panes allow you to modify the currently-selected metatile.
+The Tileset Editor can be opened with *File -> Tileset Editor* (``Ctrl+T``). When the Tileset Editor is opened, it is opened in the context of the currently-opened map. Every map has a primary and secondary tileset, so you will work with a combination of the two whenever you use the Tileset Editor. The left-side pane shows the primary and secondary tilesets' metatiles. The right-side panes allow you to modify the currently-selected metatile.
.. figure:: images/navigation/tileset-editor.png
:alt: Tileset Editor
@@ -83,7 +83,7 @@ The Tileset Editor can be opened with *File -> Tileset Editor*. When the Tilese
Region Map Editor
-----------------
-The Region Map Editor can be opened with *File -> Region Map Editor*. This window will allow you to modify the look and layout of maps on the game's region map. You can also modify the city map images using the bottom two panes. Currently the Region Map Editor is only available for pokeemerald and pokeruby projects.
+The Region Map Editor can be opened with *File -> Region Map Editor* (``Ctrl+M``). This window will allow you to modify the look and layout of maps on the game's region map. You can also modify the city map images using the bottom two panes. Currently the Region Map Editor is only available for pokeemerald and pokeruby projects.
.. figure:: images/navigation/region-map-editor.png
:alt: Region Map Editor
diff --git a/docs/_sources/manual/settings-and-options.rst.txt b/docs/_sources/manual/settings-and-options.rst.txt
index 9b055226..5a4968e3 100644
--- a/docs/_sources/manual/settings-and-options.rst.txt
+++ b/docs/_sources/manual/settings-and-options.rst.txt
@@ -31,6 +31,8 @@ determined by this file.
``monitor_files``, 1, global, yes, Whether porymap will monitor changes to project files
``region_map_dimensions``, 32x20, global, yes, The dimensions of the region map tilemap
``theme``, default, global, yes, The color theme for porymap windows and widgets
+ ``text_editor_goto_line``, , global, yes, The command that will be executed when clicking the button next the ``Script`` combo-box.
+ ``text_editor_open_directory``, , global, yes, The command that will be executed when clicking ``Open Project in Text Editor``.
``base_game_version``, , project, no, The base pret repo for this project
``use_encounter_json``, 1, project, yes, Enables wild encounter table editing
``use_poryscript``, 0, project, yes, Whether to open .pory files for scripts
diff --git a/docs/_sources/manual/shortcuts.rst.txt b/docs/_sources/manual/shortcuts.rst.txt
new file mode 100644
index 00000000..05a5cfd1
--- /dev/null
+++ b/docs/_sources/manual/shortcuts.rst.txt
@@ -0,0 +1,95 @@
+*********
+Shortcuts
+*********
+
+Porymap has many keyboard shortcuts set by default, and even more that can be customized yourself. You can view and customize your shortcuts by going to *Options -> Edit Shortcuts*. Shortcut actions are grouped together by the window that they are used in (Main Window, Tileset Editor...). You can set up to 2 shortcuts per action, but you cannot have duplicate shortcuts set within the same window. If you enter a shortcut that is already in use, Porymap will prompt you cancel or overwrite the old shortcut. You can also restore your shortcuts to the defaults.
+
+.. figure:: images/shortcuts/edit-shortcuts.gif
+ :alt: Edit Shortcuts
+
+ Edit Shortcuts
+
+Your shortcuts are stored at ``%Appdata%\pret\porymap\porymap.shortcuts.cfg`` on Windows and ``~/Library/Application\ Support/pret/porymap/porymap.shortcuts.cfg`` on macOS).
+
+For reference, here is a comprehensive list of the default shortcuts set in Porymap.
+
+Main Window
+-----------
+
+.. csv-table::
+ :header: Toolbuttons
+ :widths: 20, 20
+
+ Pencil, ``N``
+ Pointer, ``P``
+ Bucket Fill, ``B``
+ Eyedropper, ``E``
+ Move, ``M``
+ Shift, ``S``
+
+.. csv-table::
+ :header: Actions
+ :widths: 20, 20
+
+ Save Current Map, ``Ctrl+S``
+ Save All Maps, ``Shift+Ctrl+S``
+ Open Project, ``Ctrl+O``
+ Undo, ``Ctrl+Z``
+ Redo, ``Ctrl+Y`` `or` ``Ctrl+Shift+Z``
+ Show Edit History Window, ``Ctrl+E``
+ Open New Map Dialog, ``Ctrl+N``
+ Open New Tileset Dialog, ``Ctrl+Shift+N``
+ Open Tileset Editor, ``Ctrl+T``
+ Open Region Map Editor, ``Ctrl+M``
+ Edit Preferences, ``Ctrl+,``
+
+.. csv-table::
+ :header: Map Editing
+ :widths: 20, 20
+
+ Select Metatile, Right-click in "paint" or "fill" mode
+ Select Multiple Metatiles, Hold Right-click while dragging
+ Bucket Fill Metatiles, Middle-click from "paint" or "fill" mode
+ Magic Fill Metatiles, ``Ctrl+`` Middle-click from "paint" or "fill" mode
+ Zoom In, ``Ctrl++`` `or` ``Ctrl+=``
+ Zoom Out, ``Ctrl+-``
+ Reset View Scale, ``Ctrl+0``
+ Toggle Grid, ``Ctrl+G``
+ Toggle Cursor Outline, ``C``
+ Toggle Player View, ``V``
+ Toggle Draw Smart Paths, Hold ``Shift``
+ Draw Straight Paths, Hold ``Ctrl``
+ Duplicate Event(s), ``Ctrl+D`` while selected
+ Delete Event(s), ``DEL`` while selected
+ Pointer, Right-click in "paint" mode
+ Select Event, Left-click in "pointer" mode or Right-click in "paint" mode
+ Select Multiple Events, `Ctrl+` click
+
+
+
+Tileset Editor
+--------------
+
+.. csv-table::
+ :header: General,
+ :widths: 20, 20
+
+ Save, ``Ctrl+S``
+ Undo, ``Ctrl+Z``
+ Redo, ``Ctrl+Y`` `or` ``Ctrl+Shift+Z``
+
+
+
+Region Map Editor
+-----------------
+
+.. csv-table::
+ :header: General,
+ :widths: 20, 20
+
+ Save, ``Ctrl+S``
+ Undo, ``Ctrl+Z``
+ Redo, ``Ctrl+Y`` `or` ``Ctrl+Shift+Z``
+
+.. note::
+ If using macOS, ``Ctrl`` refers to the ``Command`` key
diff --git a/docs/_sources/reference/CHANGELOG.md.txt b/docs/_sources/reference/CHANGELOG.md.txt
index a037f282..1b6a46de 100644
--- a/docs/_sources/reference/CHANGELOG.md.txt
+++ b/docs/_sources/reference/CHANGELOG.md.txt
@@ -9,6 +9,32 @@ The **"Breaking Changes"** listed below are changes that have been made in the d
## [Unreleased]
Nothing, yet.
+## [4.4.0] - 2020-12-20
+### Added
+- Add undoable edit history for Events tab.
+- Add keyboard shortcut for `DEL` key to delete the currently selected event(s).
+- Disable ui while there is no open project to prevent crashing.
+- Add "Straight Paths" feature for drawing straight lines while holding `Ctrl`.
+- The New Map dialog now gives an option to specify the "Show Location Name" field.
+- Some new shortcuts were added in [porymap/#290](https://github.com/huderlem/porymap/pull/290).
+- All plain text boxes now have a clear button to delete the text.
+- The window sizes and positions of the tileset editor, palette editor, and region map editor are now stored in `porymap.cfg`.
+- Add ruler tool for measuring metatile distance in events tab (Right-click to turn on/off, left-click to lock in place).
+- Add delete button to wild pokemon encounters tab.
+- Add shortcut customization via `Options -> Edit Shortcuts`.
+- Add custom text editor commands in `Options -> Edit Preferences`, a tool-button next to the `Script` combo-box, and `Tools -> Open Project in Text Editor`. The tool-button will open the containing file to the cooresponding script.
+
+### Changed
+- Holding `shift` now toggles "Smart Path" drawing; when the "Smart Paths" checkbox is checked, holding `shift` will temporarily disable it.
+
+### Fixed
+- Fix a bug with the current metatile selection zoom.
+- Fix bug preventing the status bar from updating the current position while dragging events.
+- Fix porymap icon not showing on window or panel on Linux.
+- The main window can now be resized to fit on lower resolution displays.
+- Zooming the map in/out will now focus on the cursor.
+- Fix bug where object event sprites whose name contained a 0 character would display the placeholder "N" picture.
+
## [4.3.1] - 2020-07-17
### Added
- Add keyboard shortcut `Ctrl + D` for duplicating map events.
@@ -235,7 +261,8 @@ Nothing, yet.
## [1.0.0] - 2018-10-26
This was the initial release.
-[Unreleased]: https://github.com/huderlem/porymap/compare/4.3.1...HEAD
+[Unreleased]: https://github.com/huderlem/porymap/compare/4.4.0...HEAD
+[4.4.0]: https://github.com/huderlem/porymap/compare/4.3.1...4.4.0
[4.3.1]: https://github.com/huderlem/porymap/compare/4.3.0...4.3.1
[4.3.0]: https://github.com/huderlem/porymap/compare/4.2.0...4.3.0
[4.2.0]: https://github.com/huderlem/porymap/compare/4.1.0...4.2.0
diff --git a/docs/_static/css/custom.css b/docs/_static/css/custom.css
new file mode 100644
index 00000000..11221bf6
--- /dev/null
+++ b/docs/_static/css/custom.css
@@ -0,0 +1,9 @@
+/* do not limit the width of the page */
+.wy-nav-content {
+ max-width: 75%;
+}
+
+.wy-side-scroll {
+ width: auto;
+ overflow-y: auto;
+}
diff --git a/docs/_static/porymap-icon-2.ico b/docs/_static/porymap-icon-2.ico
new file mode 100644
index 00000000..72f52834
Binary files /dev/null and b/docs/_static/porymap-icon-2.ico differ
diff --git a/docs/genindex.html b/docs/genindex.html
index df513be6..21dc1610 100644
--- a/docs/genindex.html
+++ b/docs/genindex.html
@@ -14,6 +14,8 @@
+
+
@@ -102,6 +104,7 @@
Events are what bring your maps to life. They include NPCs, signposts, warps, scripts, and more. Open the Events tab above the map area, and let’s dissect what’s going on.
All of the events are visible on the map. The Event Details window on the right displays the properties of the currently-selected event. If you look closely, you’ll see that the woman NPC near the Pokémon Center has a pink border around it because it’s selected. To select a different event, simply click on an event in the map area. Alternatively, you can use the spinner at the top of the event properties window. Multiple events can be selected at the same time by holding Ctrl and clicking another event.
All events have X/Y coordinates. To move an Event, click and drag it to a new position on the map. Alternatively, you can use the X and Y spinners in the event properties.
Object events are typically used for NPCs (non-player-characters). More technically, it’s any event that has a sprite and the ability to move around. Object events are displayed using their assigned sprite, except for special cases. Any object event that uses a dynamic sprite will be displayed as a blue square with an N . Some examples of dynamic sprites are the player’s rival and berry trees.
This is the local id of the object in the map. Some script values use this local id to specify object when using scripting commands such as applymovement.
Warp events are how the player is able to warp to other maps, such as entering a building. Double-clicking on a warp will automatically open the destination map and select the destination warp. This makes it very easy to navigate around in Porymap.
Trigger events are scripts that execute when the player walks over them. However, they only execute when a variable is equal some value. Typically, they execute once, set the variable’s value to something else, and then never execute again because the variable’s value no longer matches.
Weather trigger events are a very specific type of trigger. When the player walks over a weather trigger, the overworld’s weather will transition to the specified weather type. This event type is unavailable for pokefirered projects; the functions to trigger weather changes were dummied out.
Sign events, or signposts, are simple interactable scripts. They are typically used for things like signs in front of buildings. The player’s facing direction can be required to be a certain direction in order to interact with the sign. Signs are the first of three “BG” event types.
This is the event used to mark entrances to secret bases. This event will only be functional on certain metatiles. Unfortunately, they are hardcoded into the game’s engine (see sSecretBaseEntranceMetatiles in src/secret_base.c).
This event type is unavailable for pokefirered projects; secret bases do not exist there.
This event is used to control where a player will arrive when they white out or fly to the map. The white out functions a little differently between game versions. For pokeemerald and pokeruby players will arrive at the event’s coordinates after a white out, while in pokefirered they will arrive on the map set in RespawnMap and at hardcoded coordinates (see SetWhiteoutRespawnWarpAndHealerNpc in src/heal_location.c).
Clicking the OpenMapScripts button will open the map’s scripts file in your default text editor. If nothing happens when this button is clicked, you may need to associate a text editor with the .inc file extension.
+
Clicking the OpenMapScripts button will open the map’s scripts file in your default text editor. If nothing happens when this button is clicked, you may need to associate a text editor with the .inc file extension (or .pory if you’re using Porycript).
+
Additionally, if you specify a GotoLineCommand in Options -> Edit Preferences then a tool-button will appear next to the Script combo-box in the Events tab. Clicking this button will open the file that contains the script directly to the line number of that script. If the script cannot be found in the project then the current map’s scripts file is opened.
+
The event editing tab also extends functionality to a few of the tool buttons described in Editing Map Tiles.
A brief description and animation is listed for each of the available tools below:
-
Pencil
When clicking on an existing event, the pencil tool will behave normally (as the standard cursor). It can also be used to “draw” events in a certain location. The event created will be a default-valued event of the same type as the currently selected event.
You can use the shift tool to move any number of events together. When a selected event is dragged, all other selected events will move with it. When a tile with no event is clicked, all events on the map can be dragged.
+
Pencil
When clicking on an existing event, the pencil tool will behave normally (as the standard cursor). It can also be used to “draw” events in a certain location. The event created will be a default-valued event of the same type as the currently selected event. Right-clicking with the Pencil Tool will return to the Pointer tool.
The Pointer Tool is the default tool for the event editing tab and allows you to select and move events on the map. The Pointer Tool also gives you access to the Ruler Tool.
+
+
Shift
You can use the Shift Tool to move any number of events together. When a selected event is dragged, all other selected events will move with it. When a tile with no event is clicked, all events on the map can be dragged.
The Ruler Tool provides a convenient way to measure distance on the map. This is particularly useful for scripting object movement. With the Pointer Tool selected you can activate the ruler with a Right-click. With the ruler active you can move the mouse around to extend the ruler. The ruler can be deactivated with another Right-click, or locked in place with a Left-click (Left-click again to unlock the ruler).
You can zoom in and out on the map with View -> Zoom In (Ctrl++ or Ctrl+MouseWheelScrollUp) and View -> Zoom Out (Ctrl+- or Ctrl+MouseWheelScrollDown).
-
By default, the mouse cursor will show a white indicator outline of the currently-hovered tile(s) of what will be painted. You can disable this outline with View -> Cursor Tile Outline. Additionally, the cursor changes its appearance depending on which tool you currently have selected in the toolbar. You can disable this with View -> Cursor Icons.
-
An indicator outline for the player’s in-game view radius can be toggled with View -> Player View Rectangle.
+
By default, the mouse cursor will show a white indicator outline of the currently-hovered tile(s) of what will be painted. You can disable this outline with View -> Cursor Tile Outline (C). Additionally, the cursor changes its appearance depending on which tool you currently have selected in the toolbar. You can disable this with View -> Cursor Icons.
+
An indicator outline for the player’s in-game view radius can be toggled with View -> Player View Rectangle (V).
The Metatile Selection Pane can be zoomed in or out using the slider on the bottom.
Smart Paths provide an easy way to paint pathways, ponds, and mountains. If there is any formation of metatiles that have a basic outline and a “middle” tile, then smart paths can help save you time when painting. Smart Paths can only be used when you have a 3x3 metatile selection. Smart Paths is only available when using the Pencil Tool or the Bucket Fill Tool. To enable Smart Paths, you must either check the Smart Paths checkbox above the map area, or you can hold down the Shift key. Below are a few examples that illustrate the power of Smart Paths.
+
Smart Paths provide an easy way to paint pathways, ponds, and mountains. If there is any formation of metatiles that have a basic outline and a “middle” tile, then smart paths can help save you time when painting. Smart Paths can only be used when you have a 3x3 metatile selection. Smart Paths is only available when using the Pencil Tool or the Bucket Fill Tool. To enable Smart Paths, you must either check the Smart Paths checkbox above the map area, or you can hold down the Shift key. If you have the Smart Paths checkbox checked then you can temporarily disable smart paths by holding down the Shift key. Below are a few examples that illustrate the power of Smart Paths.
Straight Paths allows for painting tiles in straight lines by snapping the cursor to that line. Either the X or Y axis will be locked depending on the direction you start painting in. To enable straight paths simply hold down Ctrl when painting tiles. Straight paths works for both metatiles and collision tiles, and works in conjunction with Smart Paths. It also works with the Map Shift Tool. Straight path painting can be chained together with normal painting to allow you, for example, to paint a straight path, then release Ctrl to continue the path normally, then press Ctrl again to continue painting a straight path from that position.
The Tileset Editor can be opened with File -> Tileset Editor. When the Tileset Editor is opened, it is opened in the context of the currently-opened map. Every map has a primary and secondary tileset, so you will work with a combination of the two whenever you use the Tileset Editor. The left-side pane shows the primary and secondary tilesets’ metatiles. The right-side panes allow you to modify the currently-selected metatile.
+
The Tileset Editor can be opened with File -> Tileset Editor (Ctrl+T). When the Tileset Editor is opened, it is opened in the context of the currently-opened map. Every map has a primary and secondary tileset, so you will work with a combination of the two whenever you use the Tileset Editor. The left-side pane shows the primary and secondary tilesets’ metatiles. The right-side panes allow you to modify the currently-selected metatile.
The Region Map Editor can be opened with File -> Region Map Editor. This window will allow you to modify the look and layout of maps on the game’s region map. You can also modify the city map images using the bottom two panes. Currently the Region Map Editor is only available for pokeemerald and pokeruby projects.
+
The Region Map Editor can be opened with File -> Region Map Editor (Ctrl+M). This window will allow you to modify the look and layout of maps on the game’s region map. You can also modify the city map images using the bottom two panes. Currently the Region Map Editor is only available for pokeemerald and pokeruby projects.