Terrain Tags

● ARCHIVED · READ-ONLY
Started by Shaz 20 posts View original ↗
  1. Download from pastebin

    Or if you have an older version of MV that doesn't have the ShaderTilemap class,

    Download old version from pastebin


    I would like to add to this plugin - it works, but it's pretty bare.


    Currently it allows you to do the following:


    Ignore a tile when checking passage settings


    Ground cover and ground decoration tiles mostly have a O passage setting so you can walk over them.


    If you draw a cliff and you use one of these tiles against the right/left/top edges, it causes the passability of the cliff to be ignored, and you can walk across the cliff edge.


    This flag lets the ground cover/decoration tile be ignored when checking passability, so the settings of the tile below - the cliff, in this case - are applied.


    Set a tile to act like a counter


    Sometimes you want a tile that is not a counter to act like a counter (eg - talk to an NPC on the other side of a fence or small [1-tile-wide] stream).


    Using the real counter flag on some tiles causes them to be drawn differently (tables extend several pixels below the grid tile - try setting a counter flag on a fence tile and drawing with it - yuck!).


    This flag lets the tile ACT like a counter but not LOOK like a counter.


    Offset tiles vertically


    Hate how you have to have your pictures lined up along the bottom of the wall or the top of the wall, unless you want to assault the tileset and make it overlap 2 tiles?


    Using the Offset Terrain tag lets you specify tiles that can be drawn X pixels higher than the grid, allowing you to adjust things vertically without having to modify the tileset itself.


    Note - the passage setting still applies to the tile in the editor, so you may need to adjust passage settings in the tileset if you don't want a great big gap. Also, negative numbers don't work - you can only display a tile higher than its editor position, not lower.


    See how it works:

    Spoiler
    Spoiler



    The tiles on the left have no terrain tags. The tiles on the right have terrain tags 3 and 5. In the editor, they all appear vertically aligned.


    The plugin parameters are set to move tiles with terrain tag 3 up by 16 pixels, and tiles with terrain tag 5 up by 32 pixels.


    How much nicer do the tiles on the right look when playing the game?! Remember - no changes have been made to the tileset, so you're not taking up 2 tiles for a 1-tile image.


    VerticalOffsets_zpsszlxtf3q.jpg



    Draw tiles below shadow


    When you draw something with an auto-shadow (or add a shadow yourself using that tool), B-E tiles placed at the same location are drawn on top of the shadow. Sometimes this is okay (trees), but sometimes you want the shadow to cover them as well (like a pile of wood or a small shrub at the side of a house).


    Using the Under Shadow terrain tag lets you specify B-E tiles that should be drawn under the shadow.


    Just be careful using it - if you have a shadow as well as 2 B-E tiles on the same location, any with this terrain tag MUST be drawn first, or it won't work.


    Please let me know if you have any other suggestions. I am considering:


    - terrain tag that causes you to slide until you hit something


    - terrain tag that lets you walk over/under a bridge
  2. Already this is a darn good plugin to the creative minded, plus I was hoping someone would finally make a plugin that used the terrain tags.

    You could make it so that events with a certain tag in the notes would be able to pass through.  Like bats and birds could go over hedges and short walls, but you couldn't walk through them.
  3. can I hug you shaz~<3?
  4. The Infamous Bon Bon said:
    You could make it so that events with a certain tag in the notes would be able to pass through.
    Normally you would just set them to THROUGH so they could do that.
  5. This is pretty awesome! Always wanted more with counters....can't think of any ideas right now though but I do like the over/under bridge idea.
  6. I have added vertical offset terrains. VERY cool! See first post (& spoiler)
  7. Shaz said:
    Normally you would just set them to THROUGH so they could do that.
    Well that's true but I was thinking if you wanted to have the events move randomly without THROUGH constantly because you don't want them to walk through walls, but I suppose I could just use a restrict with region script for that.

    The new function is cool btw.
  8. I've just added another small update to this plugin. This one allows you to flag B-E tiles that should be drawn UNDER the autoshadows rather than above them.
  9. Wow this just keeps getting better and better.  That drawing on top of the auto shadow is annoying.  Thank you again.
  10. I think I will, at some point, alter the whole thing so it can be based on tilesets or maps rather than globally. If I keep adding to it, we'll run out of terrain tags, and it might be nice to be able to reuse tags for different purposes on different maps.
  11. Hello! This plugin doesn't seem to work for me. //rmwforums.s3.amazonaws.com/emoticons/default_crys.gif I've continuously checked and rechecked to ensure that I'm using the correct terrain tags, but it still doesn't seem to work.
  12. @xlostlightx I'm sorry I've only just seen your post.  If it's not working for you at all, my first guess would be that you haven't saved it with the correct file name.  It should be saved as TerrainTags.js
  13. Hi! I was so happy to find this plugin, especially the vertical offset, but now I noticed the automated water tiles stop their animations when this plugin is on (it works fine with the other plugins I have). Any idea how I can get them to work again? Thanks in advance!
  14. I'll see if I can take a look at it.
  15. That would be great, thanks!
  16. Hmm, this is an interesting and useful plugin. Very similar to this plugin  but even better in that it is incorporated into the editor via the use of terrain tags.

    I have a request, Neon Black had a terrain tag (region tag to be more precise) script for VX Ace and it allowed some nifty features. 
    Is it possible to give autotiles star passability? 
    What about a 'bridge' tag?
  17. This is not something I plan to add.  There were issues with how this worked in Neon Black's script, which is part of the reason why he never converted it to MV.
  18. Well I guess that's one reason to use one of your upper autotile plugin (though doesn't seem to work on 1.3.1 at the moment). 
  19. The terrain tag to ignore passability does not seem to work on the A-tiles autotile sheet (deep grass, smog, cracks, mold, etc). It would be great if this could be fixed because otherwise this plugin is awesome! Just noticed the offset settings as well. Not what I was looking for but it will save me a lot of space in my tilesets (after I've taken on the huge workload of re-organizing them that is).
  20. It works for me on the A tiles.