The RPG Maker Resource Kit

Other Game Creation => Program Troubleshooting => Topic started by: DoppelGanger on December 12, 2006, 04:02:03 AM

Title: Using downloaded chipsets
Post by: DoppelGanger on December 12, 2006, 04:02:03 AM
How do you access downloaded ChipSets?
Title: Re: Using downloaded chipsets
Post by: :) on December 12, 2006, 04:07:07 AM
did you download it? if so, make sher you drag and place the file into the right folder. Go into the game title folder of the game you are working on, go to Grafics, then tileset's, then place it there. GO into the matiral base in the game, and you should see it under tileset. Next open the Database, and go to tilesets, then look on the bottom left, see change max, up the number 1^, next add a name to the tileset, and click tileset grafic on the right box, click on the one you want.

that will work for most verions I think, I used xp to write about it
Title: Re: Using downloaded chipsets
Post by: DoppelGanger on December 12, 2006, 04:09:47 AM
as always, much obliged

I'll try it now
Title: Re: Using downloaded chipsets
Post by: :) on December 12, 2006, 04:13:56 AM
yea, no problem try it post results, or where your stuck  ;D
Title: Re: Using downloaded chipsets
Post by: DoppelGanger on December 12, 2006, 04:17:04 AM
So I can't quite figure it out...I can go to Tools > Raw Materials Editor and I can see them there under folders; it's an import/export screen....any idea of where I'm at? lol
Title: Re: Using downloaded chipsets
Post by: DoppelGanger on December 12, 2006, 04:19:35 AM
okies I may have it figured out, lol...we'll see
Title: Re: Using downloaded chipsets
Post by: :) on December 12, 2006, 04:21:12 AM
no worries, reply back will results
Title: Re: Using downloaded chipsets
Post by: DoppelGanger on December 12, 2006, 04:22:26 AM
Okies, so I can see/change the chipsets in Database > Chipsets....But, can I use different tiles on different maps without changing them on every map?
Title: Re: Using downloaded chipsets
Post by: :) on December 12, 2006, 04:23:19 AM
you need a script, by defult one map = one tileset, you can choose which map uses which tileset...but other then that you need a script
Title: Re: Using downloaded chipsets
Post by: DoppelGanger on December 12, 2006, 04:24:19 AM
How would I go about creating one??
Title: Re: Using downloaded chipsets
Post by: :) on December 12, 2006, 04:27:21 AM
class Game_Map
  # ---------------
  attr_accessor :new_tileset

  #--------------------------------------------------------------------------
  # * Setup (Modified for Change Tileset routine)
  #     map_id : map ID
  #--------------------------------------------------------------------------
  alias chgtileset_setup setup
  def setup(map_id)
    @new_tileset = false
     chgtileset_setup(map_id)
  end
  #--------------------------------------------------------------------------
  # * Replace Tileset (New Routine)
  #--------------------------------------------------------------------------
  def replace_tileset(new_tiles) # New Method
    tileset = $data_tilesets[new_tiles]
    @tileset_name = tileset.tileset_name
    @autotile_names = tileset.autotile_names
    @panorama_name = tileset.panorama_name
    @panorama_hue = tileset.panorama_hue
    @fog_name = tileset.fog_name
    @fog_hue = tileset.fog_hue
    @fog_opacity = tileset.fog_opacity
    @fog_blend_type = tileset.fog_blend_type
    @fog_zoom = tileset.fog_zoom
    @fog_sx = tileset.fog_sx
    @fog_sy = tileset.fog_sy
    @battleback_name = tileset.battleback_name
    @passages = tileset.passages
    @priorities = tileset.priorities
    @terrain_tags = tileset.terrain_tags
    $game_map.new_tileset = true
  end
end

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias chgtileset_update update
  def update
    if $game_map.new_tileset == true
      @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
      @tilemap.priorities = $game_map.priorities
      for i in 0..6
        autotile_name = $game_map.autotile_names[i]
        @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
      end
      $game_map.new_tileset = false
    end
  chgtileset_update
  end
end


To use this script, you call it like so:

Script: $game_map.replace_tileset(3)

Where the "3" indicates that the tileset will be changed to the third tileset in your database.
aka... 003: Forest if you use the RTP.


Title: Re: Using downloaded chipsets
Post by: DoppelGanger on December 12, 2006, 04:29:59 AM
Okies I figured it out I think ^.^ Thank you
Title: Re: Using downloaded chipsets
Post by: :) on December 12, 2006, 04:31:56 AM
yep, no problem
Title: Re: Using downloaded chipsets
Post by: xjen0vax on December 12, 2006, 05:28:36 AM
I'm lost.

I was figuring something along the lines of:

Import the chipset with Import Resources > Make a new map or select one already made > Right click the map and hit map properties > Select the tileset for the map

Or did I miss something important here?
Title: Re: Using downloaded chipsets
Post by: Blizzard on December 12, 2006, 01:44:54 PM
@Nouman6: Use code tags, lol! You (accidently) used sub tags and the code got corrupted. xD