Group: Local Mod
Posts: 179
Type: Scripter
RM Skill: Advanced
Rev Points: 40
Autotile Tile IDs
Introduction This was something I was bored enough to experiment with and learn a little more about. Okay, it was more like I had to since I'm writing a Tile Substitution / Placement script that has since become published. Some of the information here is probably a no-brainer to those who worked with autotiles before.
Autotile Indexes Each autotile contains 48 (ranges from 0..47) different tiles which appear in different directions. I have put together a list that explains all 48 of them should you ever want to use this information in some way. Here they are:
Content Hidden
00 Center (No edges)
01 ↖ (Outside Corner) Edge
02 ↗ (OC) Edge
03 ↖↗ (OC) Edges
04 ↘ (OC) Edges
05 ↖↘ (OC) Edges
06 ↗↘ (OC) Edges
07 ↖↗↘ (OC) Edges
08 ↙ (OC) Edge
09 ↖↙ (OC) Edges
10 ↙↗ (OC) Edges
11 ↖↙↗ (OC) Edges
12 ↙↘ (OC) Edges
13 ↖↙↘ (OC) Edges
14 ↙↗↘ (OC) Edges
15 ↖↗↙↘ (OC) Edges
16 ← Edge
17 ←, ↗ (OC) Edges
18 ←, ↘ (OC) Edges
19 ←, ↗↘ (OC) Edges
20 ↑ Edge
21 ↑, ↘ (OC) Edges
22 ↑, ↙ (OC) Edges
23 ↑, ↙↘ (OC) Edges
24 → Edge
25 →, ↙ (OC) Edges
26 →, ↖ (OC) Edges
27 →, ↖↙ (OC) Edges
28 ↓ Edge
29 ↓, ↖ (OC) Edges
30 ↓, ↗ (OC) Edges
31 ↓, ↖↗ (OC) Edges
32 ←→ Edges
33 ↑↓ Edges
34 ↖ (Inside Corner) Edge
35 ↖ (IC), ↘ (OC) Edge
36 ↗ (IC) Edge
37 ↗ (IC), ↙ (OC) Edge
38 ↘ (IC) Edge
39 ↖ (OC), ↘ (IC) Edge
40 ↙ (IC) Edge
41 ↙ (IC), ↗ (OC) Edge
42 ↑←→ Edges
43 ↑←↓ Edges
44 ↓←→ Edges
45 ↑→↓ Edges
46 ↖↗↙↘ (IC) Edges
47 Autotile Display Graphic
Autotile Tile IDs If you're familiar with RPG Maker XP, you'd know that each tileset has a blank tile at the very top left of the tileset and then 7 autotiles the user can specify to the right of it. Here's a quick list containing tile IDs for the blank tile and each autotile in the tileset.
Content Hidden
00 Blank Tile (0..47)
01 Autotile #1 (48..95)
02 Autotile #2 (95..143)
03 Autotile #3 (144..191)
04 Autotile #4 (192..239)
05 Autotile #5 (240..287)
06 Autotile #6 (288..335)
07 Autotile #7 (336..383)
Formula Now you're probably wondering, "okay, now what?" So say you need to call them or change them through the $game_map.data[x, y, i] = value call and you need to use an autotile for some reason. See, autotiles can't shape themselves, so you need to find the tile ID that best suits where you're putting a particular autotile. Now if you can't be bothered to remember all of the tile IDs and such (and honestly, I can't say I blame you because I wouldn't either), then you can use a quick formula I just made up to use an autotile should you ever want to:
(48 * autotile) + index autotile: 0: Blank, 1-7: Autotiles #1-7 index: Autotile Tile Index (0..47) (refer to list above for directions of edges)
This post has been edited by PK8: Sep 6 2012, 01:47 PM