Can you explain this better?
If you want a script that allows you to use e.g. 14 different terrain tags, I think it's possible.
If you want to modify these tags from the database, no, it's actually impossible.
Remeber that a script employing more than 8 terrains
has to set every tile's terrain with a matrix or a chart:
If you have a 8x120 tileset, then you'll have to define 8x128 terrains (one for every square) by script...
I think it could be painful...
There's however an alternative:
setting just the terrain tiles you want to modify (e.g. the tile which has row = 3 and column = 7 in your tileset...)
Maybe this could be scripted...
Jens
EDIT:Try this one...
CODE
#Jens of Zanicuud terrain mod script
#free use, just credit
MOD_TERRAIN = {
1 => {394 => 22,},
}
class Game_Map
def terrain_tag(x, y)
if @map_id != 0
for i in [2, 1, 0]
tile_id = data[x, y, i]
if MOD_TERRAIN.include?(@map.tileset_id)
if MOD_TERRAIN[@map.tileset_id].include?(tile_id)
return MOD_TERRAIN[@map.tileset_id][tile_id]
end
end
if tile_id == nil
return 0
elsif @terrain_tags[tile_id] > 0
return @terrain_tags[tile_id]
end
end
end
return 0
end
end
HOW MOD_TERRAIN WORKS:MOD_TERRAIN is a hash with this structure:
{
Tileset id => {
tile_id => new terrain,
tile_id => new terrain,
...
},
Tileset id => {
tile_id => new terrain,
tile_id => new terrain,
...
},
...
}
Remember that the first tile of the second row (i.e. below autotiles) has tile_id equal to
384;
To select the tile you intend to use, just count:
second tile would be 385,
first tile of third row will be 392 and so on...
Just sum

In the example, I set
first tileset ,
third column,
third row tile (394) to have terrain equal to 22.
Hope this can help...
Jens
This post has been edited by Jens of Zanicuud: Dec 29 2011, 05:06 AM