# This script aims to extend the default engine's control over just about all things tileset & autotile, in general,
# by giving a designer some nifty tools to do so. Want your fence to use a different autotile as a ground layer?
# Covered. Want to change your tileset on the fly, using a simple script call, with its only argument being an id
# pointing to a customizable hash? Covered. Want to change all water tiles to lava on-the-fly? No problem.
# Want a complex animation involving the map's tiles directly? Why yes, yes you can use TileE and all of its
# tiles in sequence for a parallel processing event. The possibilities are endless; it all starts with you.
# -Tile Swapping (by x,y)
# -Tile Swapping (by tile id)
# -Autotile Configuration
# -Tileset Configuration (/w extra tileset functionality)
# -Tileset Swapping
# -Extra Map Layers
Please grab the demo:
*bugfix (thanks Ixfuru)
* event images set to the tileset will properly update with tileset changes
# *if you use this script, you must give credits to the following:
# -Aindra, from rpgmakervx.net, for Tile ID Information and References
# -PK8, from rpgmakerweb.com & save-point.org, for implementation of extra layers
# -Tsukihime, from rpgmakervxace.net, for the original idea of "tile swapping"
# -KilloZapit, from rpgmakervxace.net, for autotile generation code
# -ShadowD, from rpgmakervx.net, for the technical inspiration way back when
# -???nOBodY???, from both rpgmakervx.net & rpgmakervxace.net
# *It's free for noncommercial & commercial useage, but if it's for a commercial project,
# only if all credits are given, and if you contact me first.
# *This script is VX.net-exclusive; if you want to share it, either link to it, or contact me via PM.
# I've nothing further to say, other than enjoy, and leave any questions, comments, concerns, or
# suggestions by posting below.
Edited by ???nOBodY???, 13 January 2017 - 11:12 PM.