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Understanding Tile Regions

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In this article we go over the "Region" property in your tiles.

 

It explains what a region is, how you can use them, what RPG Maker uses them for by default, how you can manipulate it for your own purposes, and finally a sample list of what other scripters have been using regions for.

 

What is a Region

 

It's just a number. Really. Take a look at the following diagram:

 

UnderstandingTileRegions1.jpg

 

Working with Regions

 

The map editor allows you to edit tile regions. To access the region editor, press F7, or press the colourful icon in the toolbar.

You will see 64 different regions available to colour your map with (63 numbered regions, and the Zero-Region which is not numbered).

 

By default, any tile that does not have a region, is the Zero-Region, with a region ID of 0.

To set a region, simply pick a region from the palette and spread it over your tiles.

 

Regions and Encounters

 

A built-in use case for regions is in the map encounter system, which you can access from map properties.

From here, you can choose which regions an encounter will appear in.

 

For example, maybe certain troops only appear in water, or only appear in grasslands. Some troops may be encountered more frequently in certain regions, and less frequently in other regions.

 

UnderstandingTileRegions2.jpg

 

Tile Regions and Events

 

You can use tile region information in your events. While conditional branches do not support checking a tile's region event directly, you can accomplish this using variables...

 

Read the rest at HimeWorks!

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