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Using downloaded chipsets

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How do you access downloaded ChipSets?
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pokeball :)OfflineMale
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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
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as always, much obliged

I'll try it now
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yea, no problem try it post results, or where your stuck  ;D
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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
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okies I may have it figured out, lol...we'll see
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no worries, reply back will results
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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?
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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
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How would I go about creating one??
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Code: [Select]
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.


« Last Edit: December 12, 2006, 01:43:52 PM by Blizzard »
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Okies I figured it out I think ^.^ Thank you
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pokeball :)OfflineMale
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yep, no problem
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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?

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@Nouman6: Use code tags, lol! You (accidently) used sub tags and the code got corrupted. xD
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