How's it going, everyone?
Today I'm bringing you a very useful script for those who love having a lot of animations on their maps.
As we know, in RPGMXP we only have 7 slots for autotiles; both for the ones we use for connections and the ones for animations. Some people figure out ways to cram in as many animations as possible using the format for connected autotiles. Others use events.
And although we have a way to add more with EXTRA_AUTOTILES, in my opinion, it's tedious to use and somewhat limited.
What does my script do? The answer is simple: the same thing as EXTRA_AUTOTILES, but much easier to use.
You can insert tiles to be animated individually, or use them as connected autotiles, through two configuration hashes.
ANIMATED_CONFIG
With this hash, you can define an area that will be divided into segments to assign them their equivalent area from the spritesheet in the Autotiles folder. With EXTRA_AUTOTILES, you have to define the file name to load ID by ID; with my hash, you save yourself all that work because you only need to assign the starting ID of the area in the Tileset (which must be the top-left ID). From there, the script takes care of assigning the remaining IDs to the other tiles in the area.
Sometimes, due to the shape of the area, there might be tiles that remain unused on the spritesheet. In these cases, don't worry—the script is designed to leave those tiles free if it detects that there are no pixels in those segments on the spritesheet.
CONNECTED_CONFIG
This hash is simpler to explain than the previous one. It is used to assign tiles to act as connected autotiles. In the RPGMXP map editor, the tile will look weird, but in-game it will behave like any regular autotile. You just need to follow the standard format used for them. Plus, it supports the extended format.
Today I'm bringing you a very useful script for those who love having a lot of animations on their maps.
As we know, in RPGMXP we only have 7 slots for autotiles; both for the ones we use for connections and the ones for animations. Some people figure out ways to cram in as many animations as possible using the format for connected autotiles. Others use events.
And although we have a way to add more with EXTRA_AUTOTILES, in my opinion, it's tedious to use and somewhat limited.
What does my script do? The answer is simple: the same thing as EXTRA_AUTOTILES, but much easier to use.
You can insert tiles to be animated individually, or use them as connected autotiles, through two configuration hashes.
ANIMATED_CONFIG
Ruby:
ANIMATED_CONFIG = {
1 =>[
{ name: "Sea2", id: 693, w: 3, h: 5, frames: 8 },
]
}
With this hash, you can define an area that will be divided into segments to assign them their equivalent area from the spritesheet in the Autotiles folder. With EXTRA_AUTOTILES, you have to define the file name to load ID by ID; with my hash, you save yourself all that work because you only need to assign the starting ID of the area in the Tileset (which must be the top-left ID). From there, the script takes care of assigning the remaining IDs to the other tiles in the area.
Sometimes, due to the shape of the area, there might be tiles that remain unused on the spritesheet. In these cases, don't worry—the script is designed to leave those tiles free if it detects that there are no pixels in those segments on the spritesheet.
CONNECTED_CONFIG
Ruby:
CONNECTED_CONFIG = {
1 =>[
{ name: "Light grass", id: 1},
{ name: "Sea", id: 659, frames: 8},
]
}
This hash is simpler to explain than the previous one. It is used to assign tiles to act as connected autotiles. In the RPGMXP map editor, the tile will look weird, but in-game it will behave like any regular autotile. You just need to follow the standard format used for them. Plus, it supports the extended format.
- Credits
- Zik
