Looking through the features missing to VX, I thought that changing tilesets would be easy enough. My script probably isn't the easiest way to change them, nor the most user-friendly, but it works.
Screenshots
Can't really take a screenshot....
Script
"Script"
Code:
#==============================================================================
# ** Tileset Changer VX
#------------------------------------------------------------------------------
# by Syvkal
# Version 1.0
# 04-05-08
#==============================================================================
#
# SCRIPT CALLS:
#
# --Changing Tilesets--
# It has a very simple format:
#
# $game_system.x = "filename"
#
# The 'x' is the abbreviation of the original tile set.
#
# TA1 = TileA1 TA2 = TileA2 TA3 = TileA3
# TA4 = TileA4 TA5 = TileA5 TB = TileB
# TC = TileC TD = TileD TE = TileE
#
# The filename is whatever is stored within the Graphics\System folder.
#
#==============================================================================
#--------------------------------------------------------------------------
# * Get Tile Names
#--------------------------------------------------------------------------
def Tiles(t)
@T = t
case @T
when 0
return @TA1
when 1
return @TA2
when 2
return @TA3
when 3
return @TA4
when 4
return @TA5
when 5
return @TB
when 6
return @TC
when 7
return @TD
when 8
return @TE
end
end
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias update_tilemap_original update_tilemap
#--------------------------------------------------------------------------
# * Create Tilemap
#--------------------------------------------------------------------------
def create_tilemap
@tilemap = Tilemap.new(@viewport1)
for i in 0...8
@tilemap.bitmaps[i] = Cache.system($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
Instructions
Put it under the Materials Section
To change the Tileset use:
$game_system.x = "filename"
The filename is whatever is stored within the Graphics\System folder.
Where as 'x' is the abbreviation of the original tile sets