Tileset Settings

Role of Data

Tilesets are the collection of "Tiles" used to design your map. Create tiles by setting whether a character can walk on the image used for the tile, and also the behavior in the game.

Original images created for the map can be used as well by creating tilesets which use those images, and assign as map data.

Moreover, whether or not vehicles (boats/large ships) can go over tiles is determined by the position over the tileset. For more information, please view Asset Standards.
Planes are able to travel over all tiles. However, there are only able to land on tiles which can be walked on.

Parameter Details

General Settings

Name

A tileset's name. This property is just used in the editor (does not affect the game).

Mode

The purpose of the tileset. This primarily influences the treatment of special specifications of lower tiles and battlebacks.
Basically, choose [Field Type] for tiles which represent the overworld like the ocean and land, and [Area Type] for all other situations.

Images

Settings for images used for tiles. Specify the file you want to use for each type (Sets A through E) in the [Select an Image] window that is displayed when you press the button for each type. An image's contents will be displayed in the [Tile List] on the right.

Tile List

The image used for a tileset in [Images] will be displayed. You can switch the images displayed by clicking tabs [A] through [E] at the bottom. The tiles for the images specified in [A1] through [A5] in the [Images] section will be displayed in order.

Marks representing the parameter values in the current settings editing mode will be displayed on top of each tile. You can change these parameter values by clicking the tile.

Passage

Switch to the editing mode where you can set whether a tile can be entered or not. Tiles marked with a [○] can be entered, ones marked with an [×] cannot be entered. Those which have a [☆] can also be entered, however this is for when hiding characters behind buildings (only possible in all other tabs except [A]).

Passage (4 dir)

Switch to the editing mode where you can set the direction from where tile can be entered. Use [Passage: Block] when creating tiles that can be passed only from a defined direction. For example, when you set the edge of a tile that represents a cliff as impassable, characters will be unable to move between that tile and the next tile, creating the sense of height.

Those tiles with marks displayed as arrows pointing in a specific indicate that it is possible to move from that direction, ones without arrows are not passable. Moreover, by changing the parameters of the [Passage] setting, these settings will change automatically.

Ladder

Switch to the editing mode for ladder settings. When you add this parameter, the direction a character using this tile faces will be fixed to up, giving the appearance of going up and down things like ladders and ropes.

Click the marks in the Tile List to change tiles to have this parameter or not. A mark (a ladder) will be displayed on tiles which have this setting.

Bush

Switch to the editing mode for bush settings. When a tile has this setting, 12 pixels from the bottom of characters who cross this tile will appear half transparent, as if their feet are being hidden by dense grass.

However, part of the tile will not become half transparent depending on the image when giving this setting to tiles in [A1] through [A4].

Click the marks in the Tile List to change tiles to have this parameter or not. A mark (two wavy lines) will be displayed on tiles which have this setting.

Counter

Switch to the editing mode for counter settings. When a tile is given this setting, it will start events even when a character and event are not right next to each other, just as when talking to a character with a desk between them.

Also, setting this to the tile in [A2], tiles having this element will be drawn 12 pixels downward.

Click the marks in the Tile List to change tiles to have this parameter or not. Tiles which have this setting have a mark (4-sided diamond) displayed on them.

Damage Floor

Switch to the editing mode for Damage Floors. When a tile is given this setting, characters will receive damage when crossing this tile. This can be used for representing dangerous terrain like poisonous swamps, trees with thorns.

Click the marks in the Tile List to change tiles to have this parameter or not. A mark (two triangles) will be displayed on tiles which have this setting.

Terrain Tag

You can assign values between 0 and 7 to each tile. No specific uses are defined. This value can be retrieved by using the [Get Location Info] event command. Those terrain tags retrieved which are located in upper layers other than zero will be prioritized.

Note

The [Note] section can be used to make notes while making your game.