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.
#============================================================================== # ** [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.
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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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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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.
(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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I'm bored because it's summer so I decided to drop by for a bit.
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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?