It happens because it tries to look for entry in tileset ID called "type", which denotes item type in tileset(block, BGO, NPC) in mixed tileset (to avoid including NPC IDS, should they happen to be in tileset). This line in each tileset entry is missing in tilesets made in Beta 4 or prior editor. And when script tries to read old tileset, it fails to find line labeled "type" and causes aforementioned error. Re-saving tileset in B5 editor adds those lines for all entries, and script runs normally.apparently it happens cuz it doesnt scan the tileset again for new changes?1. Update SMBX2 to beta 5 or newer. Better apply latest patches.
uhhh how do i do that?
2. Launch editor.
3. Open your level in question.
4. Go to tileset item box.
5. For each tileset used as autotile pattern, click on pencil button next to it.
6. Inside tileset editor, hit "save" without editing tileset.
If this bug happed after creating new autotile tileset in B4, this might help.
edit: it actually happens bc its looking for [item 0-0] then [item 1-0] instead of [item 0-0] then [0-1]
The loading procedure, in fact, reads entries in sequential manner, putting IDs of found entries in respective slots of output 2D array, whose dimensions are defined prior by reading "rows" and "cols" lines in tileset file.
If the error still persists after re-saving all tilesets, check every tileset that is used as pattern by opening it in Notepad++ or other plain text editor. If it has missing " type=* " under each entry, open SMBX2 editor and repeat instructions above.
Example of tileset made in B4: https://drive.google.com/file/d/19xR4ep ... sp=sharing
Example of tileset made in B5: https://drive.google.com/file/d/1opPy83 ... sp=sharing
Open them in Notepad and see how they are structured.
Statistics: Posted by Alucard648 — Sun Apr 06, 2025 11:11 am