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> [ERZVX] Tile Substitution, Old feature from RM2k(3) that allows to change Chip-/Tileset
ERZENGEL
post Apr 5 2008, 09:33 AM
Post #1


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Credits
  • ERZENGEL

Instructions
Tilesets have to be in Graphics/System. To change a Tileset put one or more of the next lines in a Call Script.
CODE
$game_map.tile_a1 = 'Name of the new Tile A1'
$game_map.tile_a2 = 'Name of the new Tile A2'
$game_map.tile_a3 = 'Name of the new Tile A3'
$game_map.tile_a4 = 'Name of the new Tile A4'
$game_map.tile_a5 = 'Name of the new Tile A5'
$game_map.tile_b = 'Name of the new Tile B'
$game_map.tile_c = 'Name of the new Tile C'
$game_map.tile_d = 'Name of the new Tile D'
$game_map.tile_e = 'Name of the new Tile E'


Disadvantage! The "new" Tilesets are using the passage settings of the "old" ones which can be set in the RPGVX Editor. So the "new" ones should look like the one in the Editor or should use the same Passage Settings.

Script
[Show/Hide] 05-Apr-2008 2:51 pm
CODE
#==============================================================================
# ** [ERZVX] Tile Substitution (von ERZENGEL am 5. April 2008 um 14:51)
#------------------------------------------------------------------------------
#  Ermöglicht es die verschiedenen Tilesets zu wechseln.
#==============================================================================

#==============================================================================
# ** Game_Map
#==============================================================================
class Game_Map
  #--------------------------------------------------------------------------
  # * Öffentliche Instanzvariablen
  #--------------------------------------------------------------------------
  attr_accessor :tile_a1, :tile_a2, :tile_a3, :tile_a4, :tile_a5,
                :tile_b,  :tile_c,  :tile_d,  :tile_e
  #--------------------------------------------------------------------------
  # * Objektinitialisation
  #--------------------------------------------------------------------------
  alias erzvx_tilesubst_init initialize
  def initialize
    erzvx_tilesubst_init
    # Namen der Standardtilesets
    @tile_a1 = 'TileA1'; @tile_a2 = 'TileA2'; @tile_a3 = 'TileA3';
    @tile_a4 = 'TileA4'; @tile_a5 = 'TileA5'; @tile_b  = 'TileB';
    @tile_c  = 'TileC';  @tile_d  = 'TileD';  @tile_e  = 'TileE'
  end
end
#==============================================================================
# ** Spriteset_Map
#==============================================================================
class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Objektinitialisation
  #--------------------------------------------------------------------------
  alias erzvx_tilesubst_init2 initialize
  def initialize
    erzvx_tilesubst_init2
    @tile_a1 = $game_map.tile_a1; @tile_a2 = $game_map.tile_a2;
    @tile_a3 = $game_map.tile_a3; @tile_a4 = $game_map.tile_a4;
    @tile_a5 = $game_map.tile_a5; @tile_b = $game_map.tile_b;
    @tile_c  = $game_map.tile_c;  @tile_d = $game_map.tile_d;
    @tile_e  = $game_map.tile_e
  end
  #--------------------------------------------------------------------------
  # * Create Tilemap
  #--------------------------------------------------------------------------
  def create_tilemap
    @tilemap = Tilemap.new(@viewport1)
    # Zuweisung von Variablen statt fester Strings
    @tilemap.bitmaps[0] = Cache.system($game_map.tile_a1)
    @tilemap.bitmaps[1] = Cache.system($game_map.tile_a2)
    @tilemap.bitmaps[2] = Cache.system($game_map.tile_a3)
    @tilemap.bitmaps[3] = Cache.system($game_map.tile_a4)
    @tilemap.bitmaps[4] = Cache.system($game_map.tile_a5)
    @tilemap.bitmaps[5] = Cache.system($game_map.tile_b)
    @tilemap.bitmaps[6] = Cache.system($game_map.tile_c)
    @tilemap.bitmaps[7] = Cache.system($game_map.tile_d)
    @tilemap.bitmaps[8] = Cache.system($game_map.tile_e)
    @tilemap.map_data = $game_map.data
    @tilemap.passages = $game_map.passages
  end
  #--------------------------------------------------------------------------
  # * Update Tilemap
  #--------------------------------------------------------------------------
  alias erzvx_tilesubst_upd update_tilemap
  def update_tilemap
    # Abfrage, ob Tilesets gewechselt wurden
    @tilemap.bitmaps[0] =
      Cache.system($game_map.tile_a1) if @tile_a1 != $game_map.tile_a1
    @tilemap.bitmaps[1] =
      Cache.system($game_map.tile_a2) if @tile_a2 != $game_map.tile_a2
    @tilemap.bitmaps[2] =
      Cache.system($game_map.tile_a3) if @tile_a3 != $game_map.tile_a3
    @tilemap.bitmaps[3] =
      Cache.system($game_map.tile_a4) if @tile_a4 != $game_map.tile_a4
    @tilemap.bitmaps[4] =
      Cache.system($game_map.tile_a5) if @tile_a5 != $game_map.tile_a5
    @tilemap.bitmaps[5] =
      Cache.system($game_map.tile_b) if @tile_b != $game_map.tile_b
    @tilemap.bitmaps[6] =
      Cache.system($game_map.tile_c) if @tile_c != $game_map.tile_c
    @tilemap.bitmaps[7] =
      Cache.system($game_map.tile_d) if @tile_d != $game_map.tile_d
    @tilemap.bitmaps[8] =
      Cache.system($game_map.tile_e) if @tile_e != $game_map.tile_e
    # Alter Code
    erzvx_tilesubst_upd
  end
end


FAQ
  • Can we use more Tilesets in RPGVX Editor or are they infinite long?
    No, you can change them only during the game.

Combatibility
  • problems with TilesetExpansion-Script of KGC

Links
Newest version as textfile
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semajames
post Apr 16 2008, 12:28 AM
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Great, I was dissapointed that enterbrain left this feature out. Will it work in English?


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GunZz
post Aug 10 2008, 03:39 PM
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Can you upload a demo .
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Haku
post Aug 10 2008, 07:20 PM
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Demo please tongue.gif
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Leper
post Aug 10 2008, 07:27 PM
Post #5


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THANK YOU!
this is very helpful. And so easy to use!

EDIT: Darn, didnt check post date. *shakes fist*


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GunZz
post Aug 12 2008, 02:43 PM
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C'mon man write a answer.Will you upload a demo or not?
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Netto
post Aug 12 2008, 02:57 PM
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QUOTE (GunZz @ Aug 12 2008, 03:05 PM) *
C'mon man write a answer.Will you upload a demo or not?

Look at the post date Apr 5 2008, 09:55 AM
ERZENGEL hasn't been around RRR for a while, I don't think you'll get your reply soon.


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GunZz
post Aug 12 2008, 03:39 PM
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lol yеs
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Rukiri
post Nov 21 2008, 04:08 PM
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emerge -avt awesome! Wait... it brings me.... HERE?!
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I'm bumping this because this is a very easy to use script, though there's a charset meothod because of the tile limits, which I think isn't bad at all since most to all snes/early psx typ maps can be made in VX.


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oioioi
post Jan 30 2009, 09:37 PM
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Umm.., then its possible to use different tilesets ?
You can add tilesets right ?
Does it use autotiles ?
I'm gonna wait for a demo... ohmy.gif
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trizty
post Jan 30 2009, 10:38 PM
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QUOTE (oioioi @ Jan 30 2009, 10:37 PM) *
Umm.., then its possible to use different tilesets ?
You can add tilesets right ?
Does it use autotiles ?
I'm gonna wait for a demo... ohmy.gif

Well, it was posted on Apr. 5, so you probably aren't going to see a demo.


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[Show/Hide] Bored...
[Show/Hide] Mapping Fail

In a contest for the world's biggest failure, I placed 2nd.
[Show/Hide] Personality quiz
Here is the results of some personality quiz I have no idea about:

"You are helium. After hydrogen, helium is the most abundant element in the universe. Helium is stable. Chemically speaking, it tends to keep to itself, with no real inclination to react with other elements. Helium is a gas that is lighter than air. Helium has the lowest melting point of any element. The melting point is so low that it would not solidify even at absolute zero under ordinary pressure."

After doing this personality quiz, it became apparent that I need a life....
[Show/Hide] VX Mini Tutorial: How to check the leader of the party
Create a condition branch. Go to page 4 of this condition branch and select script. Type in this:
CODE
$game_party.members[#] == $game_actors[#]

Change the # in $game_party.members[#] to whichever party member you want to check (0 = leader, 3 = 4th member).
Change the # in $game_actors[#] to whatever actor you want to check (from the database. (according to the actor id number) 1 = first person in database)
If I'm not being helpful, don't shoot me. I'm still Canadian.
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miget man12
post Feb 14 2009, 08:34 AM
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(Yeah, I know, I'm not likely going to get a reply from ERZENGEL...)
Would it be possible to make it so if you have events using a tileset graphic change as well?


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VaginaMaster
post Jun 24 2011, 03:42 AM
Post #13



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QUOTE (miget man12 @ Feb 14 2009, 09:34 AM) *
(Yeah, I know, I'm not likely going to get a reply from ERZENGEL...)
Would it be possible to make it so if you have events using a tileset graphic change as well?


thumbsup.gif
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Kread-EX
post Jun 24 2011, 10:34 AM
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Please don't spam, especially in a very old thread. ERZENGEL left long ago so if you have something to ask, post in the RGSS2 Script Support section.


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