I will explain how to automate tile transparency using the map mask function.
By making full use of the main features of the four plugins, overpasses, hidden passages, buildings, and objects will automatically become transparent when the player steps into specific regions.
All it requires is to set some simple parameters and common events.
Transparency can also be added to events, allowing you to think in a way that is an extension of traditional map production!
Plugins Used
PluginCommonBase
A versatile plugin with various functions that comes with MZ.
You can use control characters in plugin commands, and you can add the same tag multiple times to a note.
However, it is meaningless unless the plugin is compatible with PluginCommonBase.
NRP_OverpassTile
An overpass plugin released by Takeshi Sunagawa.
An enhanced version of OverpassTile that comes with MZ, it applies layer 1 and 2 pass judgment when the player is under an overpass, and layer 3 and 4 pass judgment when the player is above an overpass.
You can also specify multiple regions and terrain tags to be used for overpasses.
RegionBase
An efficiency plugin created by Triacontan and included with MZ.
It allows you to execute common events when the player leave the region, step on the region, or move one step on the region.
TileMask
This is a plugin released by Awaya_Matana that allows you to make tiles partially transparent or filled in.
You can decide the settings for each region.
You can also paste the region settings to any coordinate to apply only the settings without changing the region ID of that square.
Videos
Instructions
Creating events
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Add Overpass Regions with NRP_OverpassTile.
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Create a common event that masks the region at the current location and a common event that unmasks it.
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In RegionBase, set common events to occur when entering and leaving an area.
For the common event “Mask Tiles” select the trigger “Execute only once when entering an area”, and for the common event “Unmask Tiles” select the trigger “Execute only once when leaving an area”.
Add this for each region.
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Now you’re ready to automate everything. Of course, if the player is on the overpass, the tiles will not be transparent.
It might be interesting to try changing the transparency depending on the map ID or region ID.
*Tiles with a ☆ on the top half and a 〇 or × on the bottom half, such as trees and streetlamps, will only have the top half transparent, resulting in a strange display.
In such cases, use the CharacterGraphicExtend <CGTile: page,width,height> tag and Priority [Same as characters] to make it an event where the object stands upright.
Finally, add the <tileMask:upper> tag to complete a transparent object that matches the transparency of the upper tiles.
If the image is too transparent, you can adjust the ratio applied using the <tileMaskRatio: ratio> tag.What? Not enough tile slots to represent both exterior and interior?
Use TilesetEx.
(If you don’t care, just ignore this note.)
Creating a map
Just follow the instructions for using NRP_OverpassTile and it will automatically become transparent.
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Place the ground on layers 1 and 2.
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Place a ceiling (or overpass) on layers 3 and 4.
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Place a region on each part.
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This will make hidden passages and overpasses transparent.









