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Invalid tile eraser 1.0

Pokémon Essentials Version
v18.1 ➖

Description​

This script will scan all your maps, find any used tiles which do not exist in the map's tileset, and erase them. This checks tiles that are placed in the map as well as event graphics. It will erase tiles used from autotiles that do not exist in the tileset.

The use of non-existent tiles is caused by bad map data, namely by creating a map using tiles from a long tileset before switching/editing it to a shorter tileset. Since Essentials v18, this bad tile data causes error messages, and this script will fix that.

Only map files are affected by this script. The tileset data (as seen in the Database) is not changed.

This script will be included in a later version of Essentials. It is provided now because it's useful.

How to use​

Paste the code below into a new script section just above "Main".

The option to "Fix Invalid Tiles" will now appear in the Debug menu under "Other options...". Select it to run it.

If any maps have been changed as a result of this script, you should close RPG Maker XP to ensure you don't re-save an unfixed copy of the map over the amended copy generated by this script.

The script​

Script:
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alias __errorTiles__pbDebugMenuCommands pbDebugMenuCommands

def pbDebugMenuCommands(showall = true)
  commands = __errorTiles__pbDebugMenuCommands(showall)
  commands.add("othermenu","invalidtiles",_INTL("Fix Invalid Tiles"),
    _INTL("Scans all maps and erases non-existent tiles."))
  return commands
end

alias __errorTiles__pbDebugMenuActions pbDebugMenuActions

def pbDebugMenuActions(cmd = "", sprites = nil, viewport = nil)
  if cmd == "invalidtiles"
    pbDebugFixInvalidTiles
    return false
  end
  return __errorTiles__pbDebugMenuActions(cmd, sprites, viewport)
end

def pbDebugFixInvalidTiles
  num_errors = 0
  num_error_maps = 0
  @tilesets = pbLoadRxData("Data/Tilesets")
  mapData = MapData.new
  t = Time.now.to_i
  Graphics.update
  for id in mapData.mapinfos.keys.sort
    if Time.now.to_i - t >= 5
      Graphics.update
      t = Time.now.to_i
    end
    changed = false
    map = mapData.getMap(id)
    next if !map || !mapData.mapinfos[id]
    Win32API.SetWindowText(_INTL("Processing map {1} ({2})", id, mapData.mapinfos[id].name))
    passages = mapData.getTilesetPassages(map, id)
    # Check all tiles in map for non-existent tiles
    for x in 0...map.data.xsize
      for y in 0...map.data.ysize
        for i in 0...map.data.zsize
          tile_id = map.data[x, y, i]
          next if pbCheckTileValidity(tile_id, map, @tilesets, passages)
          map.data[x, y, i] = 0
          changed = true
          num_errors += 1
        end
      end
    end
    # Check all events in map for page graphics using a non-existent tile
    for key in map.events.keys
      event = map.events[key]
      for page in event.pages
        next if page.graphic.tile_id <= 0
        next if pbCheckTileValidity(page.graphic.tile_id, map, @tilesets, passages)
        page.graphic.tile_id = 0
        changed = true
        num_errors += 1
      end
    end
    next if !changed
    # Map was changed; save it
    num_error_maps += 1
    mapData.saveMap(id)
  end
  if num_error_maps == 0
    pbMessage(_INTL("No invalid tiles were found."))
  else
    pbMessage(_INTL("{1} error(s) were found across {2} map(s) and fixed.", num_errors, num_error_maps))
    pbMessage(_INTL("Close RPG Maker XP to ensure the changes are applied properly."))
  end
end

def pbCheckTileValidity(tile_id, map, tilesets, passages)
  return false if !tile_id
  if tile_id > 0 && tile_id < 384
    # Check for defined autotile
    autotile_id = tile_id / 48 - 1
    autotile_name = tilesets[map.tileset_id].autotile_names[autotile_id]
    return true if autotile_name && autotile_name != ""
  else
    # Check for tileset data
    return true if passages[tile_id]
  end
  return false
end
Credits
Maruno
Author
Maruno
Views
4,622
First release
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