#================================================= ============================= # ** Tileset Changer VX #------------------------------------------------------------------------------ # by Syvkal # Version 1.0 # 04-05-08 #================================================= ============================= # # SCRIPT CALLS: # # --Changing Tilesets-- # It has a very simple format: # # $game_system.x = "filename" # # The 'x' is the abbreviation of the original tile set. # # TA1 = TileA1 TA2 = TileA2 TA3 = TileA3 # TA4 = TileA4 TA5 = TileA5 TB = TileB # TC = TileC TD = TileD TE = TileE # # The filename is whatever is stored within the Graphics\System folder. # #================================================= ============================= #================================================= ============================= # ** Game_System #================================================= ============================= class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :TA1 attr_accessor :TA2 attr_accessor :TA3 attr_accessor :TA4 attr_accessor :TA5 attr_accessor :TB attr_accessor :TC attr_accessor :TD attr_accessor :TE #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias initialize_original initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize # Perform the original call initialize_original @TA1 = "TileA1" @TA2 = "TileA2" @TA3 = "TileA3" @TA4 = "TileA4" @TA5 = "TileA5" @TB = "TileB" @TC = "TileC" @TD = "TileD" @TE = "TileE" end #-------------------------------------------------------------------------- # * Get Tile Names #-------------------------------------------------------------------------- def Tiles(t) @T = t case @T when 0 return @TA1 when 1 return @TA2 when 2 return @TA3 when 3 return @TA4 when 4 return @TA5 when 5 return @TB when 6 return @TC when 7 return @TD when 8 return @TE end end end #================================================= ============================= # ** Spriteset_Map #================================================= ============================= class Spriteset_Map #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias update_tilemap_original update_tilemap #-------------------------------------------------------------------------- # * Create Tilemap #-------------------------------------------------------------------------- def create_tilemap @tilemap = Tilemap.new(@viewport1) for i in 0...8 @tilemap.bitmaps[i] = Cache.system($game_system.Tiles(i)) end @tilemap.map_data = $game_map.data @tilemap.passages = $game_map.passages end #-------------------------------------------------------------------------- # * Update Tilemap #-------------------------------------------------------------------------- def update_tilemap for i in 0...8 # if the current tileset is changed if @tilemap.bitmaps[i] != Cache.system($game_system.Tiles(i)) # Load the tileset from the cache @tilemap.bitmaps[i] = Cache.system($game_system.Tiles(i)) end end # Perform the original call update_tilemap_original end end