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The Tilesets tab of the Database.

This page describes the basics of tilesets, as well as any special features about them in Essentials.

Tilesets

Tilesets are used to create maps in RPG Maker XP. A tileset is a tall, thin picture made up of squares, or tiles. Each tile is 32x32 pixels. A tileset is exactly 8 tiles wide, and any number of tiles high (there is a limit of about 5000, but this is usually way more than enough). Tilesets are kept in the folder "Graphics/Tilesets".

RPG Maker XP can handle up to 999 different tilesets, which should be more than sufficient for even the largest of games.

Editing a tileset is as simple as editing a picture.

Autotiles

Layout of extra autotiles in the main tileset.

A large autotile and the 48 tiles it can create.

RPG Maker XP allows you to include up to 7 autotiles in each tileset. These are added above the top of the main tileset as the top row of tiles. Each autotile is a separate picture file in the folder "Graphics/Autotiles". Autotiles can be animated.

Since this limit of 7 autotiles can be quite restrictive, Essentials allows you to use part of the main tileset as extra autotiles. It does this by designating a number of tiles at the top of the main tileset graphic as a space for extra autotiles, and then displays them in-game by using the autotile graphics instead of the tiles from the main tileset. This allows these extra autotiles to be animated, which is the only reason to use them.

In class TilemapRenderer is a hash called EXTRA_AUTOTILES. For example:

EXTRA_AUTOTILES = {
  1 => [["Sand shore"], ["Flowers2"]],
  2 => [[], ["Flowers2", "Waterfall", "Waterfall crest", "Waterfall bottom"]],
  6 => [["Water rock", "Sea deep"], []]
}

The keys (number to the left of the "=>") are tileset numbers, as seen in the Database. For a given tileset number, there is an array containing two arrays: the first contains the filenames of large autotiles, while the second contains the filenames of single tile autotiles. The order that these filenames are written determine the order in which they will use up tiles from the main tileset.

For the examples above, tileset 1 has 1 large autotile and 1 single tile autotile, tileset 2 has 4 single tile autotiles only, and tileset 6 has 2 large autotiles only.

The image on the right shows the layout of the large autotiles (sets of 48 tiles) and single tile autotiles at the top of the main tileset. All large autotiles are placed in the main tileset first (there can be any number of them), followed by the single tile autotiles (there can be any number of them).

Each large autotile can produce 48 separate tiles. The image on the right shows how these should be laid out in the main tileset. It is the same order seen when you double-click an autotile in RPG Maker XP to choose a particular tile to draw with.

The only use for extra autotiles is to allow the use of more animated autotiles. There is no point using this feature for non-animated autotiles, since you would just be adding all of their tiles to the tileset anyway.

Extended autotile format

The extended autotile format.

RPG Maker XP supports two autotile formats: single tile and large. Essentials also supports an extended format, as shown on the right.

Each frame of the extended format contains four additional tiles, which are the four concave corner tiles.

Since this format was added by Essentials, RPG Maker XP does not recognise it. It treats the extended format as the large format, and will draw its concave corner tiles in the map editor the way the large format draws them, and so they may not look correct there. In-game, however, those tiles will use the extended format's additional concave corner tiles and look right.

You may not need to use the extended autotile format at all, depending on the autotiles you are using.

Autotile animation speed

An animated autotile changes its frame every 0.25 seconds. However, if the autotile's filename ends with "[4]" (the number could be any number), then it will change its frame every X/20 seconds, where "X" is the number in the filename.

The Database

In RPG Maker XP, click the Database icon in the toolbar, or go to Tools>Database, or press F9. In here, select the "Tilesets" tab. Here you can edit the contents and properties of tilesets.

The properties of tiles in a tileset are:

  • Passage - Whether the player or an NPC can walk over them or not (assuming no special effects apply).
  • Passage (4 dir) - The sides which the player/NPC can pass through.
  • Priority - How close to the foreground the tile is displayed. A higher number means it is closer to the foreground. The player will pass behind any tile that has a non-zero priority.
  • Bush flag - Whether the bottom part of an event on that tile should be transparent, making it look like it is standing in tall grass, shallow water, etc.
  • Counter Flag - Whether the player can "reach over" the tile to interact with an event on the other side (i.e. it indicates that the tile is part of a counter or desk).
  • Terrain Tag - A number that gives the tile other properties as defined in the scripts. See below.

Terrain tags

Terrain tags allow certain tiles to have special properties, such as being tiles on which wild Pokémon encounters can occur, or tiles that the player can slide around on.

All existing terrain tags are defined in the script section TerrainTag. They are as follows:

Terrain tag Name of tag More details
0 None The tile has no special effect. This terrain tag is ignored when determining what the terrain tag is at a particular coordinate in a map.
1 Ledge The player will jump over the tile. The tile should only be passable in the direction(s) pointing towards the top of the tile (from which the player will jump and end up on the opposite side). For example, a ledge you jump east to west over should be passable from the east, and not passable from any other direction.
2 Grass Wild Pokémon encounters can take place on the tile.

When walking over the tile, the animation GRASS_ANIMATION_ID (defined in the script section Settings) will be played. The animation is played by the :grass_rustling proc in EventHandlers.add(:on_step_taken in the script section Overworld). This animation is of grass rustling.

The tile should also have the Bush flag set (i.e. the bottom part of the player will become transparent).

This terrain tag is a "Grass" environment (used to determine battle backdrops and some move effects).

3 Sand This terrain tag is a "Sand" environment (used to determine battle backdrops and some move effects).
4 Rock This terrain tag is a "Rock" environment (used to determine battle backdrops and some move effects).
5 DeepWater The player can only surf on the tile. The player can also fish onto the tile.

When the move Dive is used while the player is on the tile, the player will dive underwater. See the page Obstacles for more information on diving.

This terrain tag is a "MovingWater" environment (used to determine battle backdrops and some move effects).

6 StillWater The player can only surf on the tile. The player can also fish onto the tile.

The tile is rendered far into the background, ignoring its priority, which allows event reflections to appear between them and the rest of a map's tiles (reflections normally appear behind all tiles). The player always has a reflection, while other events can have reflections too if their name includes the phrase "Reflection" (this is not case sensitive).

This terrain tag is a "StillWater" environment (used to determine battle backdrops and some move effects).

7 Water The player can only surf on the tile. The player can also fish onto the tile.

This terrain tag is a "MovingWater" environment (used to determine battle backdrops and some move effects).

8 Waterfall The tile is the main body of a waterfall, but not the very top of it.

The player cannot surf normally on the tile. When the player is facing north at the tile, and they use the move Waterfall, they will automatically surf upwards until they are no longer on a "Waterfall" or "WaterfallCrest" tile. See the page Obstacles for more information on waterfalls.

The player will not encounter any wild Pokémon while moving up or down a waterfall.

9 WaterfallCrest The player can only surf on the tile. The player can also fish onto the tile.

The tile is the top row of tiles of a waterfall. The player can surf onto the tiles, but as soon as they do, they will automatically surf downwards until they are no longer on a "Waterfall" or "WaterfallCrest" tile. See the page Obstacles for more information on waterfalls.

The player will not encounter any wild Pokémon while moving up or down a waterfall.

10 TallGrass Wild Pokémon encounters can take place on the tile. There is a 30% chance that such a battle will be a double battle.

The player cannot run or cycle on the tile. The player cannot mount a bicycle while standing on the tile.

Tall grass typically takes up 2 tiles. The upper tile should have the Bush flag set, a priority of 1 and this terrain tag; the lower tile should have a priority of 0 and a terrain tag of 0.

This terrain tag is a "TallGrass" environment (used to determine battle backdrops and some move effects).

11 UnderwaterGrass Wild Pokémon encounters can take place on the tile. There are no other effects.

As the name suggests, this terrain tag is typically used for seaweed underwater (which won't have the Bush flag set). However, it is just another kind of grass tile, and can be used in other ways.

12 Ice If the player steps onto the tile, they will slide in the same direction until they hit something they cannot pass through, or until they are no longer on an "Ice" tile. Sliding on ice is handled by def pbSlideOnIce in the script section Overworld.

The player will not encounter any wild Pokémon while on an ice tile. They will move at running speed, and will be fixed in a "one foot forward" pose while sliding.

13 Neutral The tile's passability and terrain tag are ignored by all effects. This terrain tag is therefore useful for purely decorative tiles such as large building shadows.
14 SootGrass If the player or an event steps onto the tile, the tile will be erased until the player leaves the map and unloads it.

If the player has the Soot Sack item when they step on it, 1 will be added to the soot count $player.soot.

15 Bridge The tile is a bridge tile, which can appear above or below the player depending on the circumstance, and accordingly the tile's passability and terrain tag may be ignored by all effects. See the page Bridges for more information.

By default the tile should have a high priority (e.g. 4), and a passability as though the player was walking over the bridge.

16 Puddle This terrain tag is a "Puddle" environment (used to determine battle backdrops and some move effects).
17 NoEffect The tile has no special effect. However, unlike terrain tag 0 (None), this terrain tag is not ignored when determining what the terrain tag is at a particular coordinate in a map.

This terrain tag should be used for things like boarding placed over water, where the water can be seen through it. This allows the tile to behave like ground (which has no special effect) rather than water.

RPG Maker XP's tileset editor in the Database only supports terrain tags up to 7, so tiles that need terrain tags of 8 or higher need to be set elsewhere. The Debug mode menu has a function called "Edit Terrain Tags", which allows you to assign a tile any terrain tag you want.

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