Export, import, and migrate game data.

Data Management

The Import/Export page in the Studio sidebar is the hub for JSON export/import and project-level RPG Maker imports. There are also in-context importers directly inside the zone editor for maps, tilesets, and sprite sheets.

JSON Export

Export all your game definition data as a single JSON file.

  • One click — downloads a timestamped JSON file.
  • What's included — 25 definition tables: items, abilities, mobs, skills, recipes, resource nodes & spawn rules, mob spawn rules, loot tables, status effects, zones, world config, NPCs, quests, achievements, pets, pet abilities, pet traits, mounts, crafting stations, world events, skill XP rewards, crops, biomes, and wild pet spawn rules.
  • Selective export — pass a list of table keys to export only a subset.
  • Not included — player characters, inventories, chat logs, and other live runtime data. Media assets (images, audio) are referenced by ID and not embedded.

JSON Import

Import a previously exported JSON file.

Important: JSON import is additive. The importer uses INSERT ... ON CONFLICT DO NOTHING, which means:

  • New rows are inserted.
  • Existing rows with the same ID are left untouched — the import does not overwrite or merge into them.
  • Rows in the database that aren't in the import file are never deleted.
If you want to fully replace a table, delete the existing rows from the admin CRUD page first, then import.

The import result report lists:

  • Rows inserted per table.
  • Skipped tables (unknown keys or empty arrays).
  • Per-table errors (parse failures, constraint violations).

RPG Maker Import (Whole Project)

The RPG Maker Auto Import modal ingests an entire RPG Maker project folder at once. Supports MZ, MV, VX Ace, and VX — the modal auto-detects the version from the project's System.json / System.rvdata2 / System.rvdata file.

RPG Maker MZ map imported into the ED5 zone editor with original tilesets and events preserved
RPG Maker MZ map imported into the ED5 zone editor with original tilesets and events preserved

How to Use

1. Open Import/Export → RPG Maker Import (or the Studio shows a banner when it detects an RPG Maker project folder next to the app). 2. Browse… opens a native folder picker (via the Studio IPC bridge in Electron, or the local admin's /api/pick-folder in the browser). You can also paste the path directly. 3. Click Scan Folder. The importer reads the project's data/ directory and reports what it found. 4. Pick an import mode: - Replace (default) — deletes existing RPG Maker–tagged rows before importing, so you get a clean slate. - Append — adds new rows without touching what's already there. 5. Toggle which categories to import. You can disable any of these individually:

ToggleWhat It Imports
ItemsItems.json + Weapons.json + Armors.json → ED5 item definitions
SkillsSkills.json → ED5 ability definitions
EnemiesEnemies.json → ED5 mob definitions (HP, MP, stats, loot)
TroopsTroops.json → ED5 monster party definitions
MapsMapInfos.json + Map###.json → ED5 zones with chunked tile data
EventsMap events + CommonEvents.json → ED5 zone events / common events
StatesStates.json → ED5 status effect definitions
VariablesRPG Maker variables & switches → ED5 event variables
ActorsActors.json → ED5 character/NPC presets
Tileset Imagesimg/tilesets/*.png → sliced into ED5 tileset definitions (A1–A5 + B/C/D/E sheets)

6. Click Import. The importer runs server-side and returns a per-category count + any warnings. 7. When it finishes, the modal offers Reload Game Data so the running game server picks up the new content without a restart.

What Else Gets Imported

Along with the toggles above, the importer also reads:

  • img/parallaxes/*.png — parallax backgrounds assigned to zones.
  • img/characters/*.png — character sprite sheets, cropped into per-actor sub-sheets and linked to imported events.
  • Tilesets.json — used to map each RPG Maker tileset ID to the correct ED5 tileset definitions so imported maps render with the right art.

Known Limitations

  • RPG Maker BGM/BGS audio is not imported automatically — add it through the Media Manager if you want it.
  • XP-era tilesets are auto-converted to the VX/MZ quarter-47 layout during import.
  • Ruby Marshal formats (VX Ace / VX) are read through a built-in Marshal parser; extremely obscure custom plugin data may not round-trip.

RPG Tools Import

Separate auto-import flow for projects from the RPG Tools editor (look for a data/ folder with Stats.json and/or Items.json).

RPG Tools forest map imported into the ED5 zone editor with terrain and decorative objects intact
RPG Tools forest map imported into the ED5 zone editor with terrain and decorative objects intact
Open Import/Export → RPG Tools Import, browse to the project folder, pick Append or Replace, then toggle categories:
ToggleWhat It Imports
ItemsRPG Tools items → ED5 item definitions
AbilitiesRPG Tools abilities → ED5 ability definitions
Unit EffectsRPG Tools effects → ED5 status effect definitions
QuestsRPG Tools quests → ED5 quest definitions
ClassesRPG Tools classes → ED5 character/mob presets
VariablesRPG Tools variables → ED5 event variables
MapsRPG Tools maps → ED5 zones (terrain + objects, with decals for soft-edge blending)

Map tile images and object images are pulled from the project folder automatically, added to the media library under /rpgtools-tiles and /rpgtools-objects, and wired up as ED5 tileset / map-object definitions.

In-Zone Importers

These importers live inside the zone editor so you can bring in a single map or a single tileset without running the full project import.

Per-Map RPG Maker Import

In the zone editor, File → Import RPG Maker Map opens a modal where you can drop:

  • A single Map###.json.
  • Optionally, Tilesets.json from the same project so blocks resolve correctly.
  • Optionally, the matching img/tilesets/*.png files so missing tileset definitions can be auto-created.
  • Optionally, img/characters/*.png files so event graphics render with cropped character sub-sheets.
You can also map RPG Maker region IDs to ED5 biomes before applying.

Per-Map RPG Tools Import

Same idea for RPG Tools: drop a single map .json plus its catalog .json. The modal auto-matches each tile image to existing ED5 tilesets by tag or name, falls back to creating new fake tilesets from media items, and flags any unresolved tiles so you can pick something manually before applying.

Static Tile Import

For one-off tile art (not from RPG Maker), Static Tile Import in the zone editor lets you:

  • Upload a single PNG and slice it into fake tileset definitions (select the cells you want).
  • Upload multiple PNGs in batch mode — each file becomes its own 1×1 static tileset.
Imported tilesets land in the media library under /imported-static and can be tagged to a biome.

RPG Maker Tileset Spritesheet Import

Separate from the whole-project flow, the RPG Maker Importer Panel in the zone editor takes a single RPG Maker tileset PNG (A1, A2, A3, A4, A5, or B/C/D/E) and:

  • Auto-detects the sheet type and dimensions.
  • Lets you pick which blocks to import.
  • Supports per-block overrides for waterfall and overlay autotile types.
  • Converts XP-era tilesets to VX-layout quarter-47 on the fly.
Biome Manager — Tileset Importer tab with Tileset Sheet, Decal/Fake Tiles, and Link Decal/Fake Tile Folder import modes
Biome Manager — Tileset Importer tab with Tileset Sheet, Decal/Fake Tiles, and Link Decal/Fake Tile Folder import modes

Export-Less Authoring (Assets from Scratch)

Not an importer, but worth mentioning alongside asset pipelines. The Studio includes:

  • Pixel Editor — paint pixel art with layers, frames, onion skinning, palettes.
  • Sprite Editor — assemble a character sheet with standard (idle/walk) and combat (attack/hurt/death/cast) animation presets.
  • Tile Maker — crop a sheet into a tileset definition with collision and terrain-tag metadata.
Sprite Sheet workspace — walk animation preview with frame grid; central hub for creating and managing media assets
Sprite Sheet workspace — walk animation preview with frame grid; central hub for creating and managing media assets
When importing a sprite sheet, the Sprite Import dialog maps each animation row to a named animation slot:
Import Sprite Sheet — animation grid with Walk/Run/Idle/Interact and per-facing frame configuration; 200×200 frames, 8 facings
Import Sprite Sheet — animation grid with Walk/Run/Idle/Interact and per-facing frame configuration; 200×200 frames, 8 facings
Anything authored in these editors goes straight into the media library and becomes selectable from every content form (items, mobs, NPCs, tilesets, etc.).
Data Management — ED5 MMO Studio Docs | ED5 MMO Studio