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[REESOLVED]Autotile Fix

Started by Strak, December 12, 2010, 04:42:15 AM

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Strak

Autotile Fix
December 11th




Summary
Alright, you know how when you use autotile walls and ceilings it looks as though you should be able to walk behind the last tile but you can't? I'll post screenshots to specify, but doesn't that just annoy you to death? Don't you wish you could actually walk BEHIND the building or structure, rather than around it? I do. I'm asking if someone could write a script that lets you walk behind the last tile. An example could be where it checks to see if there is another autotile from specific groups directly above the ones placed, and if there isn't, it sets the priority to "above player." Something like that. I'm a terrible scripter, otherwise I'd probably do it myself.

Features Desired

  • Ability to walk behind top autotile for ceilings.
  • Priority to be Above Player
  • Ability to set which autotiles have this feature (optional)

Mockups
Please view pictures in order
1. [spoiler][/spoiler]
2. [spoiler][/spoiler]
3. [spoiler][/spoiler]
4. [spoiler][/spoiler]
5. [spoiler][/spoiler]

Everybody understand? Ceiling autotiles or level-surface autotiles only. Walls might be useful too, but are not necessary. If anything, it'll probably just get complicated.




Did you search?
Yes

Where did you search?

  • Google
  • RMRK
  • RMRK Google

What did you search for?

  • Autotile fix
  • Top tile
  • autotile walk fix

If anyone can help me, it would be greatly appreciated. Credit will be given.

Gods ain't gonna help ya son...

heisenman

#1
[hearty laughter] @ the mockups xD
I think Wall Tile Extension does this.
http://www.rpgmakervx.net/index.php?showtopic=35549

EDIT:
Does not have the option to choose which autotile has this effect and which not, since there's no configuration.

Strak

Ah, I don't have an account with that site, so it won't let me view the script.

Gods ain't gonna help ya son...

heisenman

I would have linked to a thread in this forum but apparently it hasn't been posted here.

Here's the script.
[spoiler]# Patch for SwapXT (by bulletxt) and Wall Tile Extension v4.13 (by Moon Man)
# Patch v1.0.0
# Patch written by Mithos (credit please =D)

# Only tested with the above versions of the scripts.

#===============================
# INSTRUCTIONS
#===============================
# Install scripts in the following order:
# SwapXT
# VX_SP1
# Wall Tile Extension
# Patch

#===============================
# Do not edit beyond this point
#===============================

class Spriteset_Map
  alias :mithos_patch_create_tilemap :create_tilemap unless $@
  def create_tilemap
    mithos_patch_create_tilemap
    setup_shadow_eraser_tilemap

    #tileA1
    if $tileA1 == "empty::*::"
      @ex_tilemap.bitmaps[0] = Cache.system("TileA1")
    else
      tile1 = Cache_Swap_Tiles.swap($tileA1 + ".png") rescue nil
      @ex_tilemap.bitmaps[0] = tile1 if $tileA1 != nil
    end
 
    #tileA2
    if $tileA2 == "empty::*::"
      @ex_tilemap.bitmaps[1] = Cache.system("TileA2")
    else
      tile2 = Cache_Swap_Tiles.swap($tileA2 + ".png") rescue nil
      @ex_tilemap.bitmaps[1] = tile2 if $tileA2 != nil
    end
   
    #tileA3
    if $tileA3 == "empty::*::"
      @ex_tilemap.bitmaps[2] = Cache.system("TileA3")
    else
      tile3 = Cache_Swap_Tiles.swap($tileA3 + ".png") rescue nil
      @ex_tilemap.bitmaps[2] = tile3 if $tileA3 != nil
    end
     
    #tileA4
    if $tileA4 == "empty::*::"
      @ex_tilemap.bitmaps[3] = Cache.system("TileA4")
    else
      tile4 = Cache_Swap_Tiles.swap($tileA4 + ".png") rescue nil
      @ex_tilemap.bitmaps[3] = tile4 if $tileA4 != nil
    end
     
    #tileA5
    if $tileA5 == "empty::*::"
      @ex_tilemap.bitmaps[4] = Cache.system("TileA5")
    else
      tile5 = Cache_Swap_Tiles.swap($tileA5 + ".png") rescue nil
      @ex_tilemap.bitmaps[4] = tile5 if $tileA5 != nil
    end

    #tileB
    if $tileB == "empty::*::"
      @ex_tilemap.bitmaps[5] = Cache.system("TileB")
    else
      tile6 = Cache_Swap_Tiles.swap($tileB + ".png") rescue nil
      @ex_tilemap.bitmaps[5] = tile6 if $tileB != nil
    end

    #tileC
    if $tileC == "empty::*::"
      @ex_tilemap.bitmaps[6] = Cache.system("TileC")
    else
      tile7 = Cache_Swap_Tiles.swap($tileC + ".png") rescue nil
      @ex_tilemap.bitmaps[6] = tile7 if $tileC != nil
    end

    #tileD
    if $tileD == "empty::*::"
      @ex_tilemap.bitmaps[7] = Cache.system("TileD")
    else
      tile8 = Cache_Swap_Tiles.swap($tileD + ".png") rescue nil
      @ex_tilemap.bitmaps[7] = tile8 if $tileD != nil
    end

    #tileE
    if $tileE == "empty::*::"
      @ex_tilemap.bitmaps[8] = Cache.system("TileE")
    else
      tile9 = Cache_Swap_Tiles.swap($tileE + ".png") rescue nil
      @ex_tilemap.bitmaps[8] = tile9 if $tileE != nil
    end
  end
end
[/spoiler]

And here's the credits.

QuoteTerms and Conditions:
Free to use in Non-Commercial projects. Credit ???(MoonMan). You cannot use this in Commercial projects.

Credits:
??? (MoonMan) for the Script, Mr. Anonymous for the initial translation, Danyetman for full translation, Mithos for compatibility patch.

Major Credit goes to Leebot for figuring out what the hell the <NOBACK> function does!

modern algebra

That's not the script, just a compatibility patch if using SwapXT with it.

@Strak - just make an account. It's free, cheap, and there's lots of other great scripts there.

Strak

Eh, I guess I have to huh? Thanks for the link, I guess I was just being a lazy f***. Don't want to sign up for some other thing. Whatever. I probably would have soon enough anyway.

Gods ain't gonna help ya son...

heisenman

Oh, right, the script's actually in the demo. I should have looked more carefully :x
I take back my previous statement of it not having configuration, I only looked at the patch.

Terra-chan

You could also use Original Wij's Overhead Ceilings. It does ONLY what you requested.

Moonman's Wall Tile Extension does the overhead ceilings bit and allows you to set differences for stair tiles and walking on roof tiles and secret passages and other passability things. However It does tend to have issues running with several other scripts that read maps and tiles.


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Strak

Thanks, this is exactly what I was looking for, without all the complications. :D

Gods ain't gonna help ya son...