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KGC_Tileset_Extension Help

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Project of the Month winner for June 2009
Alright. My question, I think, isn't too hard to accomplish but I have no clue how to do it. hah

So, here's the script:
Spoiler for all 803 lines of it:
Code: [Select]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/    ?            Tileset Extension - KGC_TilesetExtension            ? VX ?
#_/    ?                    Last Update: 2008/07/13                          ?
#_/    ?                 Translation by Mr. Anonymous                        ?
#_/   ? http://ytomy.sakura.ne.jp/                                            ?
#_/-----------------------------------------------------------------------------
#_/  This script restores some functionanlity pertaining to tilesets that were
#_/  originally included in previous RPG Makers.
#_/
#_/                        ? Restored Functions ?
#_/   1. Tilesets may be changed to different tileset files.
#_/   2. 4-way Directional Passability
#_/   3. Terrain tags. (Up to 99!)
#_/
#_/  Note: When the tileset is changed, it DOES NOT appear within the editor.
#_/        You may want to open the image in an external viewer for reference.
#_/-----------------------------------------------------------------------------
#_/                       ? 2008/07/13 UPDATE [KGC] ?
#_/               Bugfix relating to loading extra tilesets.
#_/-----------------------------------------------------------------------------
#_/                       ? 2008/05/29 UPDATE [MRA] ?
#_/   Added a method to designate a variable within the customization block of
#_/    this script that stores the terrain tag the player is currently standing
#_/    on. This should help a small bit with lag caused by parallel processes.
#_/=============================================================================
#_/                         ? Instructions For Usage ?
#_/ To set up the 4-way directional passability properties and the terrain tag
#_/  features on a given tile, use the VXTilesetTool located in the Tileset Tool
#_/  folder of this project.
#_/ 
#_/  The following tags are to be entered after a map's name.
#_/   [SET "PresetName"]
#_/    Refer to the customization block to understand this feature.
#_/ 
#_/   [INHERIT]
#_/    Uses the same tileset settings as the parent map.
#_/ 
#_/                          ? Script Commands ?
#_/  These commands are used in the "Script" function in the third page of event
#_/   commands under "Advanced". These commands are all terrain-related.
#_/ 
#_/   * get_terrain_tag(x, y, variable_id)
#_/      Obtains the terrain tag at the specified x/y coordinates and stores it
#_/       in the designated variable.
#_/ 
#_/   * get_event_terrain_tag(event_id, variable_id)
#_/      Obtains the terrain tag where a specified event is located and stores
#_/       it in the designated variable.
#_/ 
#_/   * get_player_terrain_tag(variable_id)
#_/      Obtains the terrain tag where a player is currently located and it in
#_/       the designated variable.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#==============================================================================#
#                             ? Customization ?                                #
#==============================================================================#


module KGC
 module TilesetExtension
  #                     ? Required Text String Prefix ?
  #  This is the text string the script searches for in regards to tilesets in
  #   your "Graphics\System" folder.
  TILE_IMAGE_PREFIX = "Tile"
 
  #                     ? Player Terrain Tag Variable ?
  #  The current terrain tag that the player is standing on is stored here.
  PLAYER_TERRAIN_TAG = 1

  #                       ? Tileset Image Preset ?
  TILE_PRESET = {}  # ? Do not remove or alter this!
  # The custom tilesets are defined below.
  #  In this example, the script would search for images in the system folder
  #    labeled XN-Castle, and appoints the appropriate tile category by name.
  #    Where X = Tile Category(A,B,C,D,E) Where N = Sub autotile Number
  # Also of note that the text that appears after TILE_PRESET in the brackets []
  #  is what designates your preset Tile groupings.
  #  So all the tilesets defined after ["Castle"] in the example are bound to
  #  the "Castle" tag.
  #
  #      TILE_PRESET["Castle"] = {
  #         "A1"=>"A1-Castle",
  #         "A2"=>"A2-Castle",
  #         "B"=>"B-Castle",
  #         "D"=>"D-Castle",
  #       }
  #
  # By entering [SET Castle] to the end of a map's name (in Map Properties), the
  #  map would use the tiles defined in the above expression for that particular
  #  map instead of the default tiles A1, A2, B, and D.

  #                  ? Insert Custom Tileset Presets Below ?
  # Note: The following is used as a sample for the Black and White Forest
  # section of the KGC library demo. Please alter this to your needs.
    TILE_PRESET["BW"] = {
       "A1"=>"A1-BW",
       "A2"=>"A2-BW",
       "A3"=>"A3-BW",
       "A4"=>"A4-BW",
       "A5"=>"A5-BW",
       "B"=>"B-BW",
       "C"=>"C-BW",
       "D"=>"D-BW",
    }
 
 
  #                  ? Insert Custom Tileset Presets Above ? 
 
  #            ? Four-way Direction Passage and Terrain Tag Button ?
  #   (For debugging only, available in playtesting mode)
  #  To indicate the four-way directional passage setting of the current tile,
  #   you'd press this key (F7 by default).
  #  The terrain features tag is displayed in a popup dialog box.
  #  This function becomes invalid when setting it to nil.
  DEBUG_INFO_BUTTON = Input::F7
 end
end

#------------------------------------------------------------------------------#

# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#  Unless you know what you're doing, it's best not to alter anything beyond  #
#  this point, as this only affects the tags used for the Map name and how    #
#  the script sets up the extra Tile sets.                                    #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #

$imported = {} if $imported == nil
$imported["TilesetExtension"] = true

if $data_mapinfos == nil
  $data_mapinfos = load_data("Data/MapInfos.rvdata")
end

  # Direction Flag Module(for four-way directional passability)
module DirectionFlag
  DOWN  = 0x01
  LEFT  = 0x02
  RIGHT = 0x04
  UP    = 0x08
end

module KGC::TilesetExtension
  # File name of extended tile set data.
  EX_RVDATA = "TilesetEx.rvdata"

  # Regular Expressions Defined
  module Regexp
    # Inherit tag string
    INHERIT = /\[INHERIT\]/i
    # Preset tag string
    PRESET = /\[SET ([\w\-]+)\]/i
  end

  # Default tile set file names
  #  "File Suffix"=>"Full Filename"
  DEFAULT_FILENAME = {
    "A1"=>"TileA1", # This is the first and second rows of autotiles
    "A2"=>"TileA2", # This is the 3rd-6th rows of autotiles
    "A3"=>"TileA3", # This is the 7th-10th rows of autotiles
    "A4"=>"TileA4", # This is the 11th-16th of the autotiles.
    "A5"=>"TileA5", # This is the rest of the TileA tiles.
    "B"=>"TileB",   # TileB tiles.
    "C"=>"TileC",   # TileC tiles.
    "D"=>"TileD",   # TileD tiles.
    "E"=>"TileE"    # TileE tiles.
  }
  @@__filename = DEFAULT_FILENAME.dup

  module_function
  #--------------------------------------------------------------------------
  # ? Initialize Tileset Filename
  #     map_id : Map ID
  #--------------------------------------------------------------------------
  def init_tileset_filename(map_id)
    @@__filename = get_converted_tileset_filename(map_id)
  end
  #--------------------------------------------------------------------------
  # ? Get Convertered Tileset Filename
  #     map_id : Map ID
  #--------------------------------------------------------------------------
  def get_converted_tileset_filename(map_id)
    info = $data_mapinfos[map_id]
    name = info.original_name
    filename = DEFAULT_FILENAME.dup
    if name =~ Regexp::INHERIT
      # Retrieve parent map ID
      parent_id = $data_mapinfos[map_id].parent_id
      if parent_id > 0
        filename = get_converted_tileset_filename(parent_id)
      end
    end
    # Jump to Convert Tileset Filename method
    return convert_tileset_filename(filename, name)
  end
  #--------------------------------------------------------------------------
  # ? Convert Tileset Filename
  #     filename : Image Filename (Hash)
  #     map_name : Map Name
  #--------------------------------------------------------------------------
  def convert_tileset_filename(filename, map_name)
    name_buf = filename.dup
    # Determine Preset
    presets = map_name.scan(Regexp::PRESET)
    presets.each { |s|
      if TILE_PRESET.has_key?(s[0])
        TILE_PRESET[s[0]].each { |k, v|
          name_buf[k] = TILE_IMAGE_PREFIX + v
        }
      end
    }
     # Convert Map Name
     DEFAULT_FILENAME.keys.each { |key|
      if map_name =~ /\[#{key} ([\w\-]+)\]/
        name_buf[key] = TILE_IMAGE_PREFIX + $1
      end
    }
    return name_buf
  end
  #--------------------------------------------------------------------------
  # ? Get Tileset Filename
  #--------------------------------------------------------------------------
  def get_tileset_filename
    return @@__filename
  end
end

#==============================================================================
# ? KGC::Commands
#==============================================================================

module KGC::Commands
  module_function
  #--------------------------------------------------------------------------
  # ? Get Terrain Tag
  #     x : X Coordinate of Map
  #     y : Y Coordinate of Map
  #     variable_id : In-Game Variable ID
  #--------------------------------------------------------------------------
  def get_terrain_tag(x, y, variable_id = 0)
    tag = $game_map.terrain_tag(x, y)       # Assign the X/Y coordinate
    if variable_id > 0
      $game_variables[variable_id] = tag    # Assign the tag to the variable
    end
    return tag
  end
  #--------------------------------------------------------------------------
  # ? Get Event Terrain tag
  #     event_id : Event ID
  #     variable_id : In-Game Variable ID
  #--------------------------------------------------------------------------
  def get_event_terrain_tag(event_id, variable_id = 0)
    event = $game_map.events.values.find { |e| e.id == event_id }
    if event == nil
     # If there is no event, the value is set to 0.
      tag = 0
    else
      tag = $game_map.terrain_tag(event.x, event.y)
    end

    # If the variable is assigned, the tag is stored there.
    if variable_id > 0
      $game_variables[variable_id] = tag
    end
    return tag
  end
  #--------------------------------------------------------------------------
  # ? Get Player Terrain Tag
  #     variable_id : In-Game Variable ID
  #--------------------------------------------------------------------------
  def get_player_terrain_tag(variable_id = 0)
    tag = $game_map.terrain_tag($game_player.x, $game_player.y)

    # If the variable is assigned, the tag is stored there.
    if variable_id > 0
      $game_variables[variable_id] = tag
    end
    return tag
  end
end

class Game_Interpreter
  include KGC::Commands
end

#==============================================================================
# ? RPG::MapInfo
#==============================================================================

class RPG::MapInfo
  #--------------------------------------------------------------------------
  # ? Map Name
  #--------------------------------------------------------------------------
  def name
    return @name.gsub(/\[.*\]/) { "" }
  end
  #--------------------------------------------------------------------------
  # ? Original Map Name
  #--------------------------------------------------------------------------
  def original_name
    return @name
  end
end

#==============================================================================
# ? RPG::Tileset
#------------------------------------------------------------------------------
#   Define new properties to the Tileset class
#==============================================================================

class RPG::Tileset
  #-------------------------------------------------------------------------- 
  # ? Table Size
  #--------------------------------------------------------------------------
  TABLE_SIZE = 8192                       # ???????????????
  #--------------------------------------------------------------------------
  # ? Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :version                  # Map Version
  attr_accessor :passages                 # 4-Way Directional Passages
  attr_accessor :terrain_tags             # Terrain Tags
  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  def initialize
    @version = 1
    @passages = Table.new(TABLE_SIZE)
    @terrain_tags = Table.new(TABLE_SIZE)
  end
end

#==============================================================================
# ? Game_Map
#==============================================================================

class Game_Map
  LAYERS = [2, 1, 0]
  #--------------------------------------------------------------------------
  # ? Setup
  #     map_id : Map ID
  #--------------------------------------------------------------------------
  alias setup_KGC_TilesetExtension setup
  def setup(map_id)
    @map_id = map_id
    init_tileset_filename

    setup_KGC_TilesetExtension(map_id)
  end
  #--------------------------------------------------------------------------
  # ? Initialize Tileset Filename
  #--------------------------------------------------------------------------
  def init_tileset_filename
    KGC::TilesetExtension.init_tileset_filename(@map_id)
  end
  #--------------------------------------------------------------------------
  # ? Define Passage
  #     x : X Position
  #     y : Y Position
  #--------------------------------------------------------------------------
  def passage(x, y)
    LAYERS.each { |i|
      tile_id = @map.data[x, y, i]
      return 0 if tile_id == nil
      return $data_tileset.passages[tile_id]
    }
    return 0
  end
  #--------------------------------------------------------------------------
  # ? Define Terrain Tag
  #     x : X Position
  #     y : Y Position
  #--------------------------------------------------------------------------
  def terrain_tag(x, y)
    LAYERS.each { |i|
      tile_id = @map.data[x, y, i]               # ??? ID ???
      return 0 if tile_id == nil                 # ??? ID ???? : ????
      tag = $data_tileset.terrain_tags[tile_id]  # ???????
      return tag if tag > 0                      # ????????????
    }
    return 0
  end
  #--------------------------------------------------------------------------
  # ? Define Passable Direction Flag
  #     x : X Position
  #     y : Y Position
  #     d : Direction
  #--------------------------------------------------------------------------
  def passable_dir?(x, y, d)
    # ?? (0,2,4,6,8,10) ?? ????? (0,1,2,4,8,0) ???
    flag = (1 << (d / 2 - 1)) & 0x0F

    LAYERS.each { |i|                         # ?????????????
      tile_id = @map.data[x, y, i]            # ??? ID ???
      return false if tile_id == nil          # ??? ID ???? : ????
      pass = $data_tileset.passages[tile_id]  # ??????????????
      return false if pass & flag != 0x00     # ??????????????
    }
    return true
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Game_Character
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # ? ??????
  #     x : X ??
  #     y : Y ??
  #     d : ???? (???: 10)
  #--------------------------------------------------------------------------
  def passable?(x, y, d = 10)
    nx = moved_x(x, d)
    ny = moved_y(y, d)
    nx = $game_map.round_x(nx)                         # ????????
    ny = $game_map.round_y(ny)                         # ????????
    return false unless $game_map.valid?(nx, ny)       # ?????
    return true if @through or debug_through?          # ???? ON?
    return false unless map_passable?(x, y, d)         # ??????????
    return false unless map_passable?(nx, ny, 10 - d)  # ?????????
    return false if collide_with_characters?(nx, ny)   # ??????????
    return true                                        # ???
  end
  #--------------------------------------------------------------------------
  # ? ???? X ????
  #     x : X ??
  #     d : ????
  #    ???? X ????????
  #--------------------------------------------------------------------------
  def moved_x(x, d)
    return x + (d == 6 ? 1 : d == 4 ? -1 : 0)
  end
  #--------------------------------------------------------------------------
  # ? ???? Y ????
  #     y : Y ??
  #     d : ????
  #    ???? Y ????????
  #--------------------------------------------------------------------------
  def moved_y(y, d)
    return y + (d == 2 ? 1 : d == 8 ? -1 : 0)
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #     x : X ??
  #     y : Y ??
  #     d : ????
  #    ???????????????????????
  #--------------------------------------------------------------------------
  def map_passable?(x, y, d)
    return $game_map.passable?(x, y) && $game_map.passable_dir?(x, y, d)
  end
  #--------------------------------------------------------------------------
  # ? ????
  #     turn_ok : ????????????
  #--------------------------------------------------------------------------
  def move_down(turn_ok = true)
    if passable?(@x, @y, 2)                 # ????
      turn_down
      @y = $game_map.round_y(@y+1)
      @real_y = (@y-1)*256
      increase_steps
      @move_failed = false
      #------------------------------------------------------------------
      # ? Check Player's Terrain Tag
      #     * Added by Mr. Anonymous 5/29/2008
      #------------------------------------------------------------------ 
        tag = $game_map.terrain_tag($game_player.x, $game_player.y)
        $game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
        return tag
    else                                    # ?????
      turn_down if turn_ok
      check_event_trigger_touch(@x, @y+1)   # ???????????
      @move_failed = true
    end
  end
  #--------------------------------------------------------------------------
  # ? ????
  #     turn_ok : ????????????
  #--------------------------------------------------------------------------
  def move_left(turn_ok = true)
    if passable?(@x, @y, 4)                 # ????
      turn_left
      @x = $game_map.round_x(@x-1)
      @real_x = (@x+1)*256
      increase_steps
      @move_failed = false
      #------------------------------------------------------------------
      # ? Check Player's Terrain Tag
      #     * Added by Mr. Anonymous 5/29/2008
      #------------------------------------------------------------------ 
        tag = $game_map.terrain_tag($game_player.x, $game_player.y)
        $game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
        return tag
    else                                    # ?????
      turn_left if turn_ok
      check_event_trigger_touch(@x-1, @y)   # ???????????
      @move_failed = true
    end
  end
  #--------------------------------------------------------------------------
  # ? ????
  #     turn_ok : ????????????
  #--------------------------------------------------------------------------
  def move_right(turn_ok = true)
    if passable?(@x, @y, 6)                 # ????
      turn_right
      @x = $game_map.round_x(@x+1)
      @real_x = (@x-1)*256
      increase_steps
      @move_failed = false
      #------------------------------------------------------------------
      # ? Check Player's Terrain Tag
      #     * Added by Mr. Anonymous 5/29/2008
      #------------------------------------------------------------------ 
        tag = $game_map.terrain_tag($game_player.x, $game_player.y)
        $game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
        return tag
    else                                    # ?????
      turn_right if turn_ok
      check_event_trigger_touch(@x+1, @y)   # ???????????
      @move_failed = true
    end
  end
  #--------------------------------------------------------------------------
  # ? ????
  #     turn_ok : ????????????
  #--------------------------------------------------------------------------
  def move_up(turn_ok = true)
    if passable?(@x, @y, 8)                 # ????
      turn_up
      @y = $game_map.round_y(@y-1)
      @real_y = (@y+1)*256
      increase_steps
      @move_failed = false
      #------------------------------------------------------------------
      # ? Check Player's Terrain Tag
      #     * Added by Mr. Anonymous 5/29/2008
      #------------------------------------------------------------------ 
        tag = $game_map.terrain_tag($game_player.x, $game_player.y)
        $game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
        return tag
    else                                    # ?????
      turn_up if turn_ok
      check_event_trigger_touch(@x, @y-1)   # ???????????
      @move_failed = true
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def move_lower_left
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
    end
    if (passable?(@x, @y, 2) && passable?(@x, @y+1, 4)) ||
       (passable?(@x, @y, 4) && passable?(@x-1, @y, 2))
      @x -= 1
      @y += 1
      increase_steps
      @move_failed = false
      #------------------------------------------------------------------
      # ? Check Player's Terrain Tag
      #     * Added by Mr. Anonymous 5/29/2008
      #------------------------------------------------------------------ 
        tag = $game_map.terrain_tag($game_player.x, $game_player.y)
        $game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
        return tag
    else
      @move_failed = true
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def move_lower_right
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
    end
    if (passable?(@x, @y, 2) && passable?(@x, @y+1, 6)) ||
       (passable?(@x, @y, 6) && passable?(@x+1, @y, 2))
      @x += 1
      @y += 1
      increase_steps
      @move_failed = false
      #------------------------------------------------------------------
      # ? Check Player's Terrain Tag
      #     * Added by Mr. Anonymous 5/29/2008
      #------------------------------------------------------------------ 
        tag = $game_map.terrain_tag($game_player.x, $game_player.y)
        $game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
        return tag
    else
      @move_failed = true
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def move_upper_left
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
    end
    if (passable?(@x, @y, 8) && passable?(@x, @y-1, 4)) ||
       (passable?(@x, @y, 4) && passable?(@x-1, @y, 8))
      @x -= 1
      @y -= 1
      increase_steps
      @move_failed = false
      #------------------------------------------------------------------
      # ? Check Player's Terrain Tag
      #     * Added by Mr. Anonymous 5/29/2008
      #------------------------------------------------------------------ 
        tag = $game_map.terrain_tag($game_player.x, $game_player.y)
        $game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
        return tag
    else
      @move_failed = true
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def move_upper_right
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
    end
    if (passable?(@x, @y, 8) && passable?(@x, @y-1, 6)) ||
       (passable?(@x, @y, 6) && passable?(@x+1, @y, 8))
      @x += 1
      @y -= 1
      increase_steps
      @move_failed = false
      #------------------------------------------------------------------
      # ? Check Player's Terrain Tag
      #     * Added by Mr. Anonymous 5/29/2008
      #------------------------------------------------------------------ 
        tag = $game_map.terrain_tag($game_player.x, $game_player.y)
        $game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
        return tag
    else
      @move_failed = true
    end
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Game_Player
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # ? ?????????
  #     x : X ??
  #     y : Y ??
  #     d : ????
  #    ???????????????????????
  #--------------------------------------------------------------------------
  alias map_passable_KGC_TilesetExtension? map_passable?
  def map_passable?(x, y, d)
    return false unless map_passable_KGC_TilesetExtension?(x, y)

    return $game_map.passable_dir?(x, y, d)
  end

  if $TEST && KGC::TilesetExtension::DEBUG_INFO_BUTTON != nil
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  alias update_KGC_TilesetExtension update
  def update
    update_KGC_TilesetExtension

    if Input.trigger?(KGC::TilesetExtension::DEBUG_INFO_BUTTON)
      show_passage_and_terrain_tag
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????????????????????
  #--------------------------------------------------------------------------
  def show_passage_and_terrain_tag
    passage = $game_map.passage(x, y)
    tag = $game_map.terrain_tag(x, y)

    # ????????
    s = "????: "
    s += "?" if passage & DirectionFlag::DOWN  == 0x00
    s += "?" if passage & DirectionFlag::LEFT  == 0x00
    s += "?" if passage & DirectionFlag::RIGHT == 0x00
    s += "?" if passage & DirectionFlag::UP    == 0x00
    s += "  ????: #{tag}"

    p s
  end
  end

end

#???????????????????????????????????????

#==============================================================================
# ? Sprite_Character
#==============================================================================

class Sprite_Character < Sprite_Base
  #--------------------------------------------------------------------------
  # ? ????????????????????????
  #     tile_id : ??? ID
  #--------------------------------------------------------------------------
  def tileset_bitmap(tile_id)
    filename = KGC::TilesetExtension.get_tileset_filename
    set_number = tile_id / 256
    return Cache.system(filename["B"]) if set_number == 0
    return Cache.system(filename["C"]) if set_number == 1
    return Cache.system(filename["D"]) if set_number == 2
    return Cache.system(filename["E"]) if set_number == 3
    return nil
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Spriteset_Map
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def create_tilemap
    filename = KGC::TilesetExtension.get_tileset_filename
    @tilemap = Tilemap.new(@viewport1)
    @tilemap.bitmaps[0] = Cache.system(filename["A1"])
    @tilemap.bitmaps[1] = Cache.system(filename["A2"])
    @tilemap.bitmaps[2] = Cache.system(filename["A3"])
    @tilemap.bitmaps[3] = Cache.system(filename["A4"])
    @tilemap.bitmaps[4] = Cache.system(filename["A5"])
    @tilemap.bitmaps[5] = Cache.system(filename["B"])
    @tilemap.bitmaps[6] = Cache.system(filename["C"])
    @tilemap.bitmaps[7] = Cache.system(filename["D"])
    @tilemap.bitmaps[8] = Cache.system(filename["E"])
    @tilemap.map_data = $game_map.data
    @tilemap.passages = $game_map.passages
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  alias load_database_KGC_TilesetExtension load_database
  def load_database
    load_database_KGC_TilesetExtension

    load_tileset
  end
  #--------------------------------------------------------------------------
  # ? ??????????????
  #--------------------------------------------------------------------------
  def load_tileset
    begin
      $data_tileset = load_data("Data/#{KGC::TilesetExtension::EX_RVDATA}")
    rescue
      $data_tileset = RPG::Tileset.new
    end
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Scene_File
#==============================================================================

class Scene_File < Scene_Base
  #--------------------------------------------------------------------------
  # ? ???????????
  #     file : ??????????????? (??????)
  #--------------------------------------------------------------------------
  alias read_save_data_KGC_TilesetExtension read_save_data
  def read_save_data(file)
    read_save_data_KGC_TilesetExtension(file)

    $game_map.init_tileset_filename
    Graphics.frame_reset
  end
end

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/  The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/map&tech=tileset_extension
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

Here's my dilemma:

The script works just fine. In fact, I only use it for the passability and the tileset tool. (The Tileset Tool is attached at the bottom of this post ~ obviously it requires this script to be used.)

The problem is, that the vehicles disregard the passability settings set by the tileset tool. As you can see in this screenshot:



the ship here is not up against the cliff there. If I set those cliff tile passabilities to O, then the ship can surf across it but also the player can step onto the first tile of the water there and that's no good. If I set those cliff passabilities to X, then the player can't step onto the first tile of water but also the ship can't sail across it either and that's no good either.

This is what it looks like if the passability is set to O:



SO, my idea was to get a passability script and just set it so that you can't walk on it from the land but is passable in all other directions. This is what I did. However, even after successfully setting the passability of those cliffs with the tileset tool, the ship still associates those tiles as though they were a full X.

My question: Can anyone apply a patch to this script so that the vehicles read the tileset tool the same way the characters do outside of the vehicles?

P.S. The tileset tool folder works if dropped in just the main project folder. I don't really think it matters where you put the tileset folder as long as you just use it and save it afterwards, but to be safe, I drop it in the main project folder anyway.