http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=887
Bug #: 887
Summary: Option to disable the invisible tile 0 on map layers
>= 1
Classification: Unclassified
Product: OHRRPGCE
Version: Nigtly WIP (Zenzizenzic)
Platform: PC
OS/Version: All
Status: NEW
Severity: feature request
Priority: P3
Component: Maps
AssignedTo: [email protected]
ReportedBy: [email protected]
Tile 0 is invisible on all map layers >= 1
This is implemented with an if check in the calcblock function of allmodex.bas
block = readblock(tmap, x, y)
if block = 0 and tmap.layernum > 0 then 'This could be an argument, maybe
we could get rid of layernum
return -1
end if
The rationale behind this behavior is that if your default tile 0 is something
opaque like a grass tile, you don't want it to show up in higher layers because
the lower layer would be obscured.
However, many people will design their tilesets so that the 0 tile is blank
anyway. This is especially true now that maps support different tilesets for
each layer.
A bitset in the general map data seems like the most obvious place for this. It
would also be much easier to do than a layer-by-layer bitset, both in terms of
implementation and in terms of user-interface for setting it.
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