- Joined
- Aug 17, 2013
- Messages
- 16
- Reaction score
- 20
- First Language
- English
- Primarily Uses
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CS_CoverTiles v1.0.2
CityShrimp
Introduction
Cover Tiles for RPG Maker MV. Based on Neon Black's Terrain Tags script for Ace VX. Allows setting specific tiles as "covers" where the tile is passable and also drawn above the character. Common use case is to allow events and characters to walk behind walls and roofs.
Free for commercial and non commercial use.
Features
1.0.2
1.0.1
Download v1.0.2
Credits
CityShrimp
Introduction
Cover Tiles for RPG Maker MV. Based on Neon Black's Terrain Tags script for Ace VX. Allows setting specific tiles as "covers" where the tile is passable and also drawn above the character. Common use case is to allow events and characters to walk behind walls and roofs.
Free for commercial and non commercial use.
Features
- Create cover tiles that are passable and drawn above events.
- Create block tiles that are always impassable
1.0.2
- Fixed bug where Tiles B-E do not show up when a tile is marked as a cover tile
- Added a "Pass" tile. Does not change the appearance of a tile, just allows players to pass through.
1.0.1
- Fixed bug where cover tiles are not in right layer after loading game.
- Added support for non-WebGl graphics (never tested!)
- Download CS_CoverTiles.js
- Place it into your project's Plugin list
- Check description in file for latest Parameter
Download v1.0.2
/*=============================================================================
* CityShrimp's Cover Tiles
* CS_CoverTiles.js
* Version: 1.0.2
* Free for commercial and non commercial use.
*=============================================================================*/
/*:
* @plugindesc This plugin provides a way to create "covers".
*
* @author CityShrimp
*
* ===Parameter List===
*
* @param Pass RegionID
* @desc This region ID will cause tile to become passable.
* @Default 18
*
* @param Cover RegionID
* @desc This region ID will cause tile to become a cover (passable + higher than events).
* @Default 19
*
* @param Block RegionID
* @desc This region ID will cause tile to become impassible.
* @Default 20
*
* @Help
* ============================================================================
* Latest Version
* ============================================================================
*
* Get the latest version of this script on
* https://github.com/cityshrimp/rmmv/blob/master/CS_CoverTiles.js
*
*=============================================================================
*/
var Imported = Imported || {};
Imported['CS_CoverTiles'] = "1.0.2";
var CS_CoverTiles = CS_CoverTiles || {};
(function($) {
"use strict";
// Load parameters
$.parameters = PluginManager.parameters("CS_CoverTiles") || {};
$._pass_region_id = Number($.parameters['Pass RegionId'] || 18);
$._cover_region_id = Number($.parameters['Cover RegionId'] || 19);
$._block_region_id = Number($.parameters['Block RegionId'] || 20);
$.tile_flag_set = {};
var old_Game_Map_checkPassage = Game_Map.prototype.checkPassage;
Game_Map.prototype.checkPassage = function(x, y, bit) {
var rid = this.regionId(x, y);
if (rid == $._block_region_id)
return false;
if (rid == $._pass_region_id || rid == $._cover_region_id)
return true;
return old_Game_Map_checkPassage.call(this, x, y, bit);
}
ShaderTilemap.prototype._paintTiles = function(startX, startY, x, y) {
var mx = startX + x;
var my = startY + y;
var dx = x * this._tileWidth, dy = y * this._tileHeight;
var tileId0 = this._readMapData(mx, my, 0);
var tileId1 = this._readMapData(mx, my, 1);
var tileId2 = this._readMapData(mx, my, 2);
var tileId3 = this._readMapData(mx, my, 3);
var shadowBits = this._readMapData(mx, my, 4);
var upperTileId1 = this._readMapData(mx, my - 1, 1);
var lowerLayer = this.lowerLayer.children[0];
var upperLayer = this.upperLayer.children[0];
var rtileId0 = (0 * $dataMap.height + my) * $dataMap.width + mx;
var rtileId1 = (1 * $dataMap.height + my) * $dataMap.width + mx;
var rtileId2 = (2 * $dataMap.height + my) * $dataMap.width + mx;
var rtileId3 = (3 * $dataMap.height + my) * $dataMap.width + mx;
if (this._isHigherTile(tileId0) || $gameMap.regionId(mx, my) == $._cover_region_id) {
this._drawTile(upperLayer, tileId0, dx, dy);
} else {
this._drawTile(lowerLayer, tileId0, dx, dy);
}
if (this._isHigherTile(tileId1) || $gameMap.regionId(mx, my) == $._cover_region_id) {
this._drawTile(upperLayer, tileId1, dx, dy);
} else {
this._drawTile(lowerLayer, tileId1, dx, dy);
}
this._drawShadow(lowerLayer, shadowBits, dx, dy);
if (this._isTableTile(upperTileId1) && !this._isTableTile(tileId1)) {
if (!Tilemap.isShadowingTile(tileId0)) {
this._drawTableEdge(lowerLayer, upperTileId1, dx, dy);
}
}
if (this._isOverpassPosition(mx, my)) {
this._drawTile(upperLayer, tileId2, dx, dy);
this._drawTile(upperLayer, tileId3, dx, dy);
} else {
if (this._isHigherTile(tileId2) || $gameMap.regionId(mx, my) == $._cover_region_id) {
this._drawTile(upperLayer, tileId2, dx, dy);
} else {
this._drawTile(lowerLayer, tileId2, dx, dy);
}
if (this._isHigherTile(tileId3) || $gameMap.regionId(mx, my) == $._cover_region_id) {
this._drawTile(upperLayer, tileId3, dx, dy);
} else {
this._drawTile(lowerLayer, tileId3, dx, dy);
}
}
};
Tilemap.prototype._paintTiles = function(startX, startY, x, y) {
var tableEdgeVirtualId = 10000;
var mx = startX + x;
var my = startY + y;
var dx = (mx * this._tileWidth).mod(this._layerWidth);
var dy = (my * this._tileHeight).mod(this._layerHeight);
var lx = dx / this._tileWidth;
var ly = dy / this._tileHeight;
var tileId0 = this._readMapData(mx, my, 0);
var tileId1 = this._readMapData(mx, my, 1);
var tileId2 = this._readMapData(mx, my, 2);
var tileId3 = this._readMapData(mx, my, 3);
var shadowBits = this._readMapData(mx, my, 4);
var upperTileId1 = this._readMapData(mx, my - 1, 1);
var lowerTiles = [];
var upperTiles = [];
if (this._isHigherTile(tileId0) || $gameMap.regionId(mx, my) == $._cover_region_id) {
upperTiles.push(tileId0);
} else {
lowerTiles.push(tileId0);
}
if (this._isHigherTile(tileId1) || $gameMap.regionId(mx, my) == $._cover_region_id) {
upperTiles.push(tileId1);
} else {
lowerTiles.push(tileId1);
}
lowerTiles.push(-shadowBits);
if (this._isTableTile(upperTileId1) && !this._isTableTile(tileId1)) {
if (!Tilemap.isShadowingTile(tileId0)) {
lowerTiles.push(tableEdgeVirtualId + upperTileId1);
}
}
if (this._isOverpassPosition(mx, my)) {
upperTiles.push(tileId2);
upperTiles.push(tileId3);
} else {
if (this._isHigherTile(tileId2) || $gameMap.regionId(mx, my) == $._cover_region_id) {
upperTiles.push(tileId2);
} else {
lowerTiles.push(tileId2);
}
if (this._isHigherTile(tileId3) || $gameMap.regionId(mx, my) == $._cover_region_id) {
upperTiles.push(tileId3);
} else {
lowerTiles.push(tileId3);
}
}
var lastLowerTiles = this._readLastTiles(0, lx, ly);
if (!lowerTiles.equals(lastLowerTiles) ||
(Tilemap.isTileA1(tileId0) && this._frameUpdated)) {
this._lowerBitmap.clearRect(dx, dy, this._tileWidth, this._tileHeight);
for (var i = 0; i < lowerTiles.length; i++) {
var lowerTileId = lowerTiles;
if (lowerTileId < 0) {
this._drawShadow(this._lowerBitmap, shadowBits, dx, dy);
} else if (lowerTileId >= tableEdgeVirtualId) {
this._drawTableEdge(this._lowerBitmap, upperTileId1, dx, dy);
} else {
this._drawTile(this._lowerBitmap, lowerTileId, dx, dy);
}
}
this._writeLastTiles(0, lx, ly, lowerTiles);
}
var lastUpperTiles = this._readLastTiles(1, lx, ly);
if (!upperTiles.equals(lastUpperTiles)) {
this._upperBitmap.clearRect(dx, dy, this._tileWidth, this._tileHeight);
for (var j = 0; j < upperTiles.length; j++) {
this._drawTile(this._upperBitmap, upperTiles[j], dx, dy);
}
this._writeLastTiles(1, lx, ly, upperTiles);
}
};
// ===End Alias Game_Map===
})(CS_CoverTiles);
* CityShrimp's Cover Tiles
* CS_CoverTiles.js
* Version: 1.0.2
* Free for commercial and non commercial use.
*=============================================================================*/
/*:
* @plugindesc This plugin provides a way to create "covers".
*
* @author CityShrimp
*
* ===Parameter List===
*
* @param Pass RegionID
* @desc This region ID will cause tile to become passable.
* @Default 18
*
* @param Cover RegionID
* @desc This region ID will cause tile to become a cover (passable + higher than events).
* @Default 19
*
* @param Block RegionID
* @desc This region ID will cause tile to become impassible.
* @Default 20
*
* @Help
* ============================================================================
* Latest Version
* ============================================================================
*
* Get the latest version of this script on
* https://github.com/cityshrimp/rmmv/blob/master/CS_CoverTiles.js
*
*=============================================================================
*/
var Imported = Imported || {};
Imported['CS_CoverTiles'] = "1.0.2";
var CS_CoverTiles = CS_CoverTiles || {};
(function($) {
"use strict";
// Load parameters
$.parameters = PluginManager.parameters("CS_CoverTiles") || {};
$._pass_region_id = Number($.parameters['Pass RegionId'] || 18);
$._cover_region_id = Number($.parameters['Cover RegionId'] || 19);
$._block_region_id = Number($.parameters['Block RegionId'] || 20);
$.tile_flag_set = {};
var old_Game_Map_checkPassage = Game_Map.prototype.checkPassage;
Game_Map.prototype.checkPassage = function(x, y, bit) {
var rid = this.regionId(x, y);
if (rid == $._block_region_id)
return false;
if (rid == $._pass_region_id || rid == $._cover_region_id)
return true;
return old_Game_Map_checkPassage.call(this, x, y, bit);
}
ShaderTilemap.prototype._paintTiles = function(startX, startY, x, y) {
var mx = startX + x;
var my = startY + y;
var dx = x * this._tileWidth, dy = y * this._tileHeight;
var tileId0 = this._readMapData(mx, my, 0);
var tileId1 = this._readMapData(mx, my, 1);
var tileId2 = this._readMapData(mx, my, 2);
var tileId3 = this._readMapData(mx, my, 3);
var shadowBits = this._readMapData(mx, my, 4);
var upperTileId1 = this._readMapData(mx, my - 1, 1);
var lowerLayer = this.lowerLayer.children[0];
var upperLayer = this.upperLayer.children[0];
var rtileId0 = (0 * $dataMap.height + my) * $dataMap.width + mx;
var rtileId1 = (1 * $dataMap.height + my) * $dataMap.width + mx;
var rtileId2 = (2 * $dataMap.height + my) * $dataMap.width + mx;
var rtileId3 = (3 * $dataMap.height + my) * $dataMap.width + mx;
if (this._isHigherTile(tileId0) || $gameMap.regionId(mx, my) == $._cover_region_id) {
this._drawTile(upperLayer, tileId0, dx, dy);
} else {
this._drawTile(lowerLayer, tileId0, dx, dy);
}
if (this._isHigherTile(tileId1) || $gameMap.regionId(mx, my) == $._cover_region_id) {
this._drawTile(upperLayer, tileId1, dx, dy);
} else {
this._drawTile(lowerLayer, tileId1, dx, dy);
}
this._drawShadow(lowerLayer, shadowBits, dx, dy);
if (this._isTableTile(upperTileId1) && !this._isTableTile(tileId1)) {
if (!Tilemap.isShadowingTile(tileId0)) {
this._drawTableEdge(lowerLayer, upperTileId1, dx, dy);
}
}
if (this._isOverpassPosition(mx, my)) {
this._drawTile(upperLayer, tileId2, dx, dy);
this._drawTile(upperLayer, tileId3, dx, dy);
} else {
if (this._isHigherTile(tileId2) || $gameMap.regionId(mx, my) == $._cover_region_id) {
this._drawTile(upperLayer, tileId2, dx, dy);
} else {
this._drawTile(lowerLayer, tileId2, dx, dy);
}
if (this._isHigherTile(tileId3) || $gameMap.regionId(mx, my) == $._cover_region_id) {
this._drawTile(upperLayer, tileId3, dx, dy);
} else {
this._drawTile(lowerLayer, tileId3, dx, dy);
}
}
};
Tilemap.prototype._paintTiles = function(startX, startY, x, y) {
var tableEdgeVirtualId = 10000;
var mx = startX + x;
var my = startY + y;
var dx = (mx * this._tileWidth).mod(this._layerWidth);
var dy = (my * this._tileHeight).mod(this._layerHeight);
var lx = dx / this._tileWidth;
var ly = dy / this._tileHeight;
var tileId0 = this._readMapData(mx, my, 0);
var tileId1 = this._readMapData(mx, my, 1);
var tileId2 = this._readMapData(mx, my, 2);
var tileId3 = this._readMapData(mx, my, 3);
var shadowBits = this._readMapData(mx, my, 4);
var upperTileId1 = this._readMapData(mx, my - 1, 1);
var lowerTiles = [];
var upperTiles = [];
if (this._isHigherTile(tileId0) || $gameMap.regionId(mx, my) == $._cover_region_id) {
upperTiles.push(tileId0);
} else {
lowerTiles.push(tileId0);
}
if (this._isHigherTile(tileId1) || $gameMap.regionId(mx, my) == $._cover_region_id) {
upperTiles.push(tileId1);
} else {
lowerTiles.push(tileId1);
}
lowerTiles.push(-shadowBits);
if (this._isTableTile(upperTileId1) && !this._isTableTile(tileId1)) {
if (!Tilemap.isShadowingTile(tileId0)) {
lowerTiles.push(tableEdgeVirtualId + upperTileId1);
}
}
if (this._isOverpassPosition(mx, my)) {
upperTiles.push(tileId2);
upperTiles.push(tileId3);
} else {
if (this._isHigherTile(tileId2) || $gameMap.regionId(mx, my) == $._cover_region_id) {
upperTiles.push(tileId2);
} else {
lowerTiles.push(tileId2);
}
if (this._isHigherTile(tileId3) || $gameMap.regionId(mx, my) == $._cover_region_id) {
upperTiles.push(tileId3);
} else {
lowerTiles.push(tileId3);
}
}
var lastLowerTiles = this._readLastTiles(0, lx, ly);
if (!lowerTiles.equals(lastLowerTiles) ||
(Tilemap.isTileA1(tileId0) && this._frameUpdated)) {
this._lowerBitmap.clearRect(dx, dy, this._tileWidth, this._tileHeight);
for (var i = 0; i < lowerTiles.length; i++) {
var lowerTileId = lowerTiles;
if (lowerTileId < 0) {
this._drawShadow(this._lowerBitmap, shadowBits, dx, dy);
} else if (lowerTileId >= tableEdgeVirtualId) {
this._drawTableEdge(this._lowerBitmap, upperTileId1, dx, dy);
} else {
this._drawTile(this._lowerBitmap, lowerTileId, dx, dy);
}
}
this._writeLastTiles(0, lx, ly, lowerTiles);
}
var lastUpperTiles = this._readLastTiles(1, lx, ly);
if (!upperTiles.equals(lastUpperTiles)) {
this._upperBitmap.clearRect(dx, dy, this._tileWidth, this._tileHeight);
for (var j = 0; j < upperTiles.length; j++) {
this._drawTile(this._upperBitmap, upperTiles[j], dx, dy);
}
this._writeLastTiles(1, lx, ly, upperTiles);
}
};
// ===End Alias Game_Map===
})(CS_CoverTiles);
Credits
- CityShrimp
- Weird stuff happens when you using mouse and character tries to run off screen. This causes the x, y coordinates to screw up and the covers won't work properly anymore.
Last edited:


