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Hidden Autotile Script
v1.1


Introduction

This script allows the game designer to use autotiles for debugging that won't be displayed ingame. Those can be used for passability/non-passability, or simply marking paths for events or similar.
The autotiles I provide have 50% transparency and a descriptive text on them. I think that's a good way of marking the areas. Of course, you can use all autotiles you want with this script.


Script and Resources

Code:
    for i in 0..6
      autotile_name = $game_map.autotile_names[i]
      if $DEBUG
        @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
      else
        if autotile_name.include?("Overlay_") == false
          @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
        end
      end
    end


Instructions

Just replace the default for-condition inside class Spriteset_Map with the code I posted.

For rendering an Autotile to not be shown ingame, rename it to something containing "Overlay_" and copy it into the Graphics/Autotiles folder.


Screenshots

http://img122.imageshack.us/img122/1754/4384jg2.jpg[/img]


Bugs

None known.


FAQs

None so far.


Credits

BlueScope for both scripting and autotile 'spriting'.

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