Version: 1.0
Type: Custom Mapping System
Compatibilty: RPG Maker XP, VX, ACE.
Update: Version without dll include to the end of this post
Updated: 10-06-2019 (See end of this post)
With this tool you can enrich your maps with different images (even animated images). In game, you press F8 and the Doodads's Editor appear (only available in Debug Mode).
Features:
- Easy manager for your doodads with a beauty external editor
- Auto installable
- Compatible with RPG Maker XP, VX and VX ACE projects
- Press F1 in the Doodad's Editor to display help
- 2 DLL included: One with the embedded doodads editor and another lighter version without the editor (with light dll the doodads can not be edited)
[embedded media]

Instructions:
Installation is very simple. Just download the installer program. Unzip to the folder of your choice (rar file) and run executable Doodads Editor Installer.exe

Download:
http://www.mediafire.com/file/aze4r7pgv6t5tg6/Doodads_Editor.rar/file
This program required .NET Frameworks 2.0 (for the light dll) or .NET Frameworks 4.0 (for the full dll)
New: No DLL required version:
For XP: https://www.mediafire.com/file/wkzfrw833cynr3m/doodadEditor_without_dll_-_XP.rar/file
For VX: https://www.mediafire.com/file/xvud0ocv0ca2u6h/doodadEditor_without_dll_-_VX.rar/file
For ACE: https://www.mediafire.com/file/bmg1sjt3x46jrl9/doodadEditor_without_dll_-_ACE.rar/file
Instructions to install this version without dll:
- Download the compress file to the maker you go to use.
- Decompress this file.
- Copy the folders Graphics and Files to the folder of your project.
- Open your proyect with your maker.
- Copy over the main script in your proyect the scripts includes in the file "Copy these script over Main.txt"
BUGS FIXEDS
Instructions for install in each script:
Updated: 10-06-2019
XP Version
Code:
=begin
Newold Doodads Editor Bugs Fix (XP)
Use: * Version without DLL : Paste over main
* Version with DLL : In Main created by installer, search this line:
"SceneManager.run" and paste above the contents
of this script
FIXs:
- 10-06-2019 : Fixed: Doodads does not appears when reset with F12
- 08-06-2019 : Corrected position of doodads during the transitions.
- 08-06-2019 : Fix Fatal error when a map has defined any doodad and you
change the size of map in RPG Maker Editor
=end
#===============================================================================
class Spriteset_Map
def initialize
initialize_newold_edit_doodads
create_doodads
update_doodads
end
end
#===============================================================================
#===============================================================================
class Game_Map
def passable?(x, y, d, self_event = nil)
unless @doodads_priority.nil? || @doodads_priority[x].nil? ||
@doodads_priority[x][y].nil?
if @doodads_priority.size != 0
return false if @doodads_priority[x][y] & (1<<d) == 0
end
end
doodads = @doodads.select {|doodad|
(doodad.real_x / 32).to_i == x && (doodad.real_y / 32).to_i == y}
doodads.each{|doodad|
return false if doodad.passable & (1 << d) != 0
}
return passable_newold_edit_doodads?(x, y, d, self_event)
end
end
#===============================================================================
#===============================================================================
class Scene_Title # F12 Fix
unless method_defined?(:main_newold_edit_doodads)
alias_method :main_newold_edit_doodads, :main
end
def main
Cache.clear
main_newold_edit_doodads
end
end
#===============================================================================VX Version
Code:
=begin
Newold Doodads Editor Bugs Fix (ACE)
Use: * Version without DLL : Paste over main
* Version with DLL : In Main created by installer, search this line:
"SceneManager.run" and paste above the contents
of this script
FIXs:
- 10-06-2019 : Fixed: Doodads does not appears when reset with F12
- 08-06-2019 : Corrected position of doodads during the transitions.
- 08-06-2019 : Fix Fatal error when a map has defined any doodad and you
change the size of map in RPG Maker Editor
=end
#===============================================================================
class Spriteset_Map
def initialize
initialize_newold_edit_doodads
create_doodads
update_doodads
end
end
#===============================================================================
#===============================================================================
class Game_Map
def passable?(x, y)
d = $game_player.direction
unless @doodads_priority.nil? || @doodads_priority[x].nil? ||
@doodads_priority[x][y].nil?
if @doodads_priority.size != 0
return false if @doodads_priority[x][y] & (1<<d) == 0
end
end
doodads = @doodads.select {|doodad|
(doodad.real_x / 32).to_i == x && (doodad.real_y / 32).to_i == y}
doodads.each{|doodad|
return false if doodad.passable & (1 << d) != 0
}
return passable_newold_edit_doodads?(x, y)
end
end
#===============================================================================
#===============================================================================
class Scene_Title < Scene_Base # F12 Fix
unless method_defined?(:start_newold_edit_doodads)
alias_method :start_newold_edit_doodads, :start
end
def start
Cache.clear
start_newold_edit_doodads
end
end
#===============================================================================ACE Version
Code:
=begin
Newold Doodads Editor Bugs Fix (ACE)
Use: * Version without DLL : Paste over main
* Version with DLL : In Main created by installer, search this line:
"SceneManager.run" and paste above the contents
of this script
FIXs:
- 10-06-2019 : Fixed: Doodads does not appears when reset with F12
- 08-06-2019 : Corrected position of doodads during the transitions.
- 08-06-2019 : Fix Fatal error when a map has defined any doodad and you
change the size of map in RPG Maker Editor
=end
#===============================================================================
class Spriteset_Map
def initialize
initialize_newold_edit_doodads
create_doodads
update_doodads
end
end
#===============================================================================
#===============================================================================
class Game_Map
def passable?(x, y, d)
unless @doodads_priority.nil? || @doodads_priority[x].nil? ||
@doodads_priority[x][y].nil?
if @doodads_priority.size != 0
return false if @doodads_priority[x][y] & (1<<d) == 0
end
end
doodads = @doodads.select {|doodad|
(doodad.real_x / 32).to_i == x && (doodad.real_y / 32).to_i == y}
doodads.each{|doodad|
return false if doodad.passable & (1 << d) != 0
}
return passable_newold_edit_doodads?(x, y, d)
end
end
#===============================================================================
#===============================================================================
class Scene_Title < Scene_Base # F12 Fix
unless method_defined?(:start_newold_edit_doodads)
alias_method :start_newold_edit_doodads, :start
end
def start
Cache.clear
start_newold_edit_doodads
end
end
#===============================================================================


