Flip and rotate what you paste, keep a library of reusable stamps, and see aggro, leash, trigger and patrol areas on the map.
Stamps, Flip & Rotate, Gameplay Overlays
Three map editor tools that build on copy and paste (see Editing Maps): turning a paste before you place it, saving pieces of map as reusable stamps, and gameplay overlays that draw where creatures aggro, how far they chase, where events fire and where NPCs walk.
Flip and rotate a paste#
Where: Map editor → Map mode → Select tool (S), while the paste ghost is showing.
- Select an area and copy it (Ctrl+C), or pick up a duplicate (Ctrl+D) or a stamp.
- Press Ctrl+V so the ghost follows your cursor.
- Turn it with the keys below or the buttons in the paste banner at the top of the map. The ghost updates immediately.
- Click to place. Shift+click places it and keeps the turned ghost for another stamp.
| Key | Banner button | What it does |
|---|---|---|
| Shift+H | ⇋ | Mirror left ↔ right |
| Shift+V | ⇵ | Mirror top ↕ bottom |
| Shift+R | ↻ | Rotate 90° clockwise |
| Shift+Alt+R | ↺ | Rotate 90° counter-clockwise |
With no ghost showing, the same keys turn the clipboard itself, so your next Ctrl+V comes out turned. The plain H and R keys still pick the Hand and Rectangle tools.
| What gets turned | How |
|---|---|
| Floor tiles | Move to their new cell. Autotiles (grass edges, water shores, paths) re-shape to fit their new neighbours. A tile you stamped with an exact, locked shape has that shape turned too. |
| Tile attributes | Move with their tile. RPG Maker passage directions and shadow corners turn with them; region IDs and terrain tags are unchanged. |
| Objects | Move as a whole to where their footprint lands. The picture itself is not mirrored or turned — see gotchas. |
| Placed items | Move to their new tile. A Trigger Zone has its width and height turned with it. |
| Map events | Move to their new tile, and each page's facing direction turns with them. |
Stamps: save a piece of map to reuse#
A stamp is a named copy of an area — every layer by default, or only the layers you choose — that you can place again on any map in the project, any time.
Where: the Stamps button in the top-left corner of the map. On a phone the library opens as a sheet across the bottom of the screen; tap × to close it.
- Select an area with the Select tool (S) in Map mode. (With no selection, Save uses the paste ghost or the clipboard instead — the panel tells you which.)
- Open Stamps, type a name and click Save — or click Save as → Stamp on the chip beside the selection and name it there.
- Under What to capture, pick All layers, Floor only or Objects only — or tick exactly the layers you want. The line below updates to show how many tiles, objects and events the stamp will hold.
- To use it, open Stamps and click Place next to it. The paste ghost appears with the stamp — flip or rotate it, then click to place.
Each stamp in the list shows a small picture of what it holds, its size, and which layers it kept when it isn't all of them.
| Control | What it does |
|---|---|
| Name | Up to 60 characters. Two stamps can't share a name (capital letters don't count). |
| What to capture | All layers (the default), Floor only (ground tiles and their passability), Objects only (object layers L1–L4), or any mix of the layer checkboxes: Floor, Object L1–Object L4 and Events & placed (map events, NPCs, mobs, chests). Each checkbox shows how much that layer holds in your selection; "empty" means nothing is there. |
| Save | Saves the current selection (or ghost / clipboard) as a new stamp, newest first — only the layers you chose. |
| Place | Picks up the stamp as a paste ghost. Your clipboard is left alone. |
| Rename | Renames the stamp. Enter confirms, Esc cancels. |
| Delete | Asks you to Confirm, then removes the stamp. |
| Search | Appears once you have more than six stamps. |
Placing a stamp follows every paste rule: locked layers are skipped, a second copy of a unique NPC is skipped, and each placement is one undo step.
Placing a stamp only writes the layers it holds. An Objects only stamp drops its trees and props onto whatever ground is already there without repainting it; a Floor only stamp repaints the ground and leaves the objects on it alone. If your choice leaves nothing to save (say, Floor only on an area with no floor), Save stays disabled. Stamps saved before you could choose keep every layer.
Gameplay overlays#
Where: the eye (Layer visibility) menu at the left of the map toolbar, under Gameplay overlays. Tick any mix of the four overlays; your choice is remembered in this browser.
| Overlay | Colour | What it draws |
|---|---|---|
| Aggro radius | Red, filled | Around each placed mob and boss: how close a player can get before it attacks. Uses the mob's own Aggro Range; if that is 0, the world default from Combat → Mob AI → Aggro Radius. Passive mobs and target dummies have none. NPCs show one only when you set their Aggro Range. |
| Leash radius | Amber, dashed | How far the creature chases from its spawn before it gives up and walks home. The mob's own Leash Range, else Combat → Mob AI → Leash Radius. |
| Trigger areas | Cyan | Map events: a filled tile where the player fires the event by standing on it (step on, or press the action key on it); a dashed 3×3 ring where the event is solid and fires from the tiles around it (bump into it, or face it and press the action key). Trigger Zones show their full width × height. |
| NPC paths | Green | A Wander NPC's wander circle (its Spawn Radius, or 4 tiles when that is 0). A Patrol NPC's route: a line from where it stands to its first waypoint, then the waypoint loop, with a dot on each waypoint. |
The overlays read the same numbers the game server does, so the circle on the map is the circle in game. They draw only what is on screen and cost nothing while they are all off.
Time of Day and Weather preview#
Where: the same eye (Layer visibility) menu, under Preview. These only change what you see in the editor — nothing is saved to the map. A small blue dot on the eye button tells you a preview is on.
| Toggle | What it does |
|---|---|
| Time of Day | Tints the map for the chosen time (Dawn, Noon, Dusk, Night…) and turns on object shadows. The ▶ button next to the time picker lets the clock run on its own; press it again to pause. |
| Weather | Draws the chosen weather (rain, snow, fog…) over the map. |
Each map remembers its own preview settings while the editor is open. With no map open the toggles are greyed out.
Gotchas#
- Object art is never mirrored or rotated. Isometric art is drawn facing one way, so a turned copy of a house keeps the house's picture and footprint and only moves it. Buildings you need in both orientations are best built twice and saved as two stamps.
- A quarter turn of a long object can make the pasted area a little bigger than the one you copied, so the whole object still fits — nothing is cut off.
- Custom move routes inside map events are not turned; re-check a turned event that walks a scripted route.
- Stamps live in this browser for this project (like the clipboard): they don't sync to collaborators or another computer yet. Very large areas can't be saved as a stamp (you'll see "too large"), and the whole library has a size limit — delete big stamps you no longer need.
- Aggro is measured from where the mob is standing, so the circle shows it at its spawn; once it moves, its aggro circle moves with it. Leash is always measured from the spawn.
- After changing a mob's or NPC's ranges, or the Combat → Mob AI defaults, click Reload in the Overlays menu to pick the new numbers up.
- Events with only Autorun or Parallel pages have no trigger area (they run on their own), and events bound to an NPC are triggered by talking to that NPC, so neither is drawn.
- Biome spawn rules (mobs spawned by a zone's spawn rule rather than placed on the map) have no fixed spot, so they have no circles.
- No feature flag — these are editor tools and change nothing in the game itself.