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TF Layered Map - TF_LayeredMap.js

Plugin desc : Extended map tile layer.

License : MIT License

Author : Tonbi﹫Tobishima-Factory(tonbi.jp)

Website : https://github.com/tonbijp/RPGMakerMZ/blob/master/TF_LayeredMap.js

Desc page : http://tonbi.jp/

Download Page : https://raw.githubusercontent.com/tonbijp/RPGMakerMZ/master/TF_LayeredMap.js

File name : TF_LayeredMap.js

Help of plugin :

* @target MZ
 * @plugindesc Extended map tile layer.
 * @author Tonbi﹫Tobishima-Factory(tonbi.jp)
 * @url https://github.com/tonbijp/RPGMakerMZ/blob/master/TF_LayeredMap.js
 * @base PluginCommonBase
 * @orderAfter PluginCommonBase
 * 
 * @param Autotile
 * 
 * @param UseLayeredCounter
 * @type boolean
 * @on Layered counter
 * @off Normal(default)
 * @desc Counter becomes layered.
 * A2 counter tile can layered like billboard.
 *  (HalfMove.js is needed)
 * @default false
 * @parent Autotile
 * 
 * @param IsA2FullCollision
 * @type boolean
 * @on Full collision(default)
 * @off Closed and inside is accessible
 * @desc Entire tile on the ground(A2) collision to activate.
 * @default true
 * @parent Autotile
 * 
 * @param IsA3UpperOpen
 * @type boolean
 * @on Open south
 * @off Close(default)
 * @desc Remove the south collision of the roof(A3)?
 * @default false
 * @parent Autotile
 * 
 * @param IsA4UpperOpen
 * @type boolean
 * @on Open south(default)
 * @off Close
 * @desc Remove the south collision of the wall top(A4)?
 * @default true
 * @parent Autotile
 * 
 * 
 * @help
 * This plug-in provides the following functions.
 *  1. [☆]+[4 direction pass] Billboard function for B〜E tile is added.
 *  2. [Counter] Billboard function for auto tile is added.
 *  3. <TF_zDef:Number> Put this tag in the note in event and adjust the overlap.
 *      4. A2[Counter]North tile become to billboard.(See:plugin parameter)
 *      5. Change of collision detection pattern for auto tile.(See:plugin parameter)
 * 
 * 1. set [☆] to BCDE tile, and set 4 direction setting.
 *      0x0 ↑→←↓ : [☆]  Same as no plugin.
 *      0x1 ↑→←・ : billboard, ↑ ←→ pass, ground (for fence)
 *      0x2 ↑→・↓ : billboard, ↑↓ → pass, ground (left side of fence)┃
 *      0x3 ↑→・・ : billboard, ↑  → pass, ground (bottom left)┗
 *      0x4 ↑・←↓ : billboard, ↑↓←  pass, ground (right)   ┃
 *      0x5 ↑・←・ : billboard, ↑ ←  pass, ground (bottom right)   ┛
 *      0x6 ↑・・↓ : billboard, ↑↓   pass, ground (both side)┃┃
 *      0x7 ↑・・・ : billboard, ↑    pass, ground (like bartizan)┗┛
 *      0x8 ・→←↓ : billboard,  all directtion , ground (for bush)
 *      0x9 ・→←・ : billboard,  all directtion , 2nd floor
 *      0xA ・→・↓ : billboard,  all directtion , 3rd floor
 *      0xB ・→・・ : ignore(for decoration)
 *      0xC ・・←↓ : Same as 0x1 and south half blocked (for Barrel) (HalfMove.js is needed)
 *      0xD ・・←・ : Collision is north center (for lower tree) (HalfMove.js is needed)
 *      0xE ・・・↓ : Same as 0xC and collision is half  (for chair) (HalfMove.js is needed)
 *      0xF ・・・・ : Same as 0x1 and collision is half (for peg)(HalfMove.js is needed)
 * 
 * 2. For the clif.
 *  First, set [counter].
 *      A3・A4 even line(wallside)
 *       [○] All = billboard, South=can't pass.(floor height set automaticaly)
 *      Common to A3 and A4 
 *       [×] North = billboard, Perimeter = can't pass.
 *  
 * 3. adjust the overlap
 *  <TF_zDef:Number> Put this tag in the note in event.
 *      Add a number to the y position and set a virtual y position.
 *  Enter a number greater than 6 (default) to bring the character to the front.
 * 
 * Released under the MIT License.

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