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.
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.

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:
| Toggle | What It Imports |
|---|---|
| Items | Items.json + Weapons.json + Armors.json → ED5 item definitions |
| Skills | Skills.json → ED5 ability definitions |
| Enemies | Enemies.json → ED5 mob definitions (HP, MP, stats, loot) |
| Troops | Troops.json → ED5 monster party definitions |
| Maps | MapInfos.json + Map###.json → ED5 zones with chunked tile data |
| Events | Map events + CommonEvents.json → ED5 zone events / common events |
| States | States.json → ED5 status effect definitions |
| Variables | RPG Maker variables & switches → ED5 event variables |
| Actors | Actors.json → ED5 character/NPC presets |
| Tileset Images | img/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).

| Toggle | What It Imports |
|---|---|
| Items | RPG Tools items → ED5 item definitions |
| Abilities | RPG Tools abilities → ED5 ability definitions |
| Unit Effects | RPG Tools effects → ED5 status effect definitions |
| Quests | RPG Tools quests → ED5 quest definitions |
| Classes | RPG Tools classes → ED5 character/mob presets |
| Variables | RPG Tools variables → ED5 event variables |
| Maps | RPG 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.jsonfrom the same project so blocks resolve correctly. - Optionally, the matching
img/tilesets/*.pngfiles so missing tileset definitions can be auto-created. - Optionally,
img/characters/*.pngfiles so event graphics render with cropped character sub-sheets.
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-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.

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.

