Say what a tile id is
describe_tilesDecode RPG Maker MZ tileset IDs into slots, images, layers, flags, passability, terrain, and map usage; optionally render a labelled contact sheet.
Instructions
The tile dictionary, read out of the project the way the engine reads it. For each id: which slot it belongs to (A1–A4 are autotile shape groups of 48, A5/B–E are fixed), which image that slot is bound to, which layer MZ draws it on, and what its entry in the tileset's 8192-entry flags array means — open or blocked from which of the four directions, whether 0x10 is set so those direction bits do nothing at all (much of the stock tileset ships that way), ladder, bush, counter, damage floor, the vehicle bits, the terrain tag — plus how many cells of a map actually use it. Ask four ways: mapId for every tile a map really paints, which is the fastest way to learn an unfamiliar tileset; tiles for the ids in your hand; slot to walk one slot one base pattern at a time; or neither, for the slot table alone. contactSheet also draws the answer: a labelled sheet, one 3x3 block per id rendered by the same code path as a real map, with the id and the engine's own passability verdict printed under each block, because "which id is the water" is a question a picture settles faster than a table. The sheet is drawn on a scratch map that this call creates and deletes again; no tileset row and no real map is touched.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| slot | No | Walk one slot, one base pattern at a time | |
| limit | No | Cap the list (default 120) | |
| mapId | No | Describe every tile this map paints, with cell counts | |
| tiles | No | Describe exactly these ids | |
| tilesetId | No | Which tileset's flags to read (default: the map's own) | |
| contactSheet | No |