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[转载发布] Tile Swap

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    2026-7-12 04:10
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    灌水之王

    发表于 2026-8-2 08:38:09 | 显示全部楼层 |阅读模式
    Tile Swap

    Author: Tsukihime





    Overview

    This script allows you to easily change tiles on the map.

    Download

    Script: Get it at Hime Works

    Tutorial: Easy Tile Swapping. I would recommend reading this to see how this script works.

    Extensions

    "Swap From" functions - specify tile to swap using an existing tile on the map

    Examples:

    Making a bridge

    A crack in the wall

    Credits

    KilloZapit, for providing the code for auto-tile generation.

    Usage

    There are three types of tile swaps

    1. Change by tile id

    -All tiles on the map with the specified ID will be changed to a new tile

    tile_swap(old_tileID, new_tileID, layer, map_id)2. Change by region id-All tiles that are covered by the specified region ID will be changed to a new tile

    region_swap(regionID, tileID, layer, map_id)3. Change by position-The tile at the specified position will be changed to a new tile

    pos_swap(x, y, tileID, layer, map_id)]You can undo changes by using the following calls 

                    Code:       
    1. tile_revert(tid, layer, map_id)pos_revert(x, y, tid, layer, map_id)region_revert(rid, layer, map_id)revert_all
    复制代码

    Understanding tilesThis script uses the concept of a "tile ID", which is a special string

    that represents a particular tile on your tileset.

    The format of this tile ID is a letter, followed by a number.

    The letters available are based on the tileset names

    A, B, C, D, E

    The number represents the ID of the tile.

    So for example, "A3" would be the the third tile in tileset A, whereas

    "B12" would be the 12th tile of tileset B.

    An example usage would be

    tile_swap("A9", "A1", 0)Which will swap all "A9" tiles on layer 0 with "A1" tiles. As usual, because I did not pass in a map ID, it is assumed to be the current map. Please check the new script call format for details.It is very easy to look up the appropriate ID: just look at your tileset and number the top-left tile as 1. Then, numbering left-to-right, top-to-bottom, you would get something like this





    For tileset A, it is a little different. This is assuming you have all 5 parts in tileset A.

    You will need to skip over any missing pieces appropriately if you do not have all 5 parts.

    To avoid all this unnecessary math, simply fill up the empty slots with dummy tilesets to make things easier.


    本贴来自国际rpgmaker官方论坛作者:Tsukihime处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/tile-swap.2879/

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