Autotile Tile IDs
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 -- as of this writing -- will be up very soon. Some of the information here is probably a no-brainer to those who worked with autotiles before.
Normal 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:
Tile A1 Block E Indexes
Behavior of autotiles for waterfalls. Indexes 4 through 47 are the same.
Tile A3 Roofs and Walls / Tile A4 Walls
Behavior of autotiles for Tile A3 Roofs, Tile A3 and A4 Walls. Indexes 16 through 47 are the same.
Autotiles & Tileset Tile IDs
Tile A1 Tile IDs
Please look into Tile A1 Block E Indexes for info on the Block E Autotiles
Tile A2 Tile IDs
Tile A3 Tile IDs
Please look into Tile A3 Roofs and Walls / Tile A4 Walls for info on the Roof and Wall Autotiles
Tile A4 Tile IDs
Please look into Tile A3 Roofs and Walls / Tile A4 Walls for info on the Wall Autotiles
Tile A5 Tile IDs
Tile B - E Tile IDs
- B Tile B Set (0..255)
- C Tile C Set (256..511)
- D Tile D Set (512..767)
- E Tile E Set (768..1023)
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 for each tileset.
Formula for Tile A1 - Tile A4
2048 + (48 * autotile) + index
Formula for Tile A5
1536 + (column + (row * 8))
Formula for Tile B - E
(256 * set) + (column + (8 * row))
Set: 0: B, 1: C, 2: D, 3: E