Is it possible to place an event on the map and then configure the event to behave as a ladder?
The thing is that I need a moveable ladder. I can create an event and put a ladder graphic on it. The event can make the 'current tile-index' passable but not actually behave as a ladder or can it?
Event: passability-type: ladder
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I have an example made that has something like you describe, give me a min to upload it.
I made an Event Driven ladder that you can move to the right or left and it lets you "climb" it using the action button.
However if you have you own way of passability you could use the set move route for the player, turn Up, turn directional fix ON. this will look like ladder climbing. Iurn Directional Fix off at opposite end of ladder
One moment for that upload
It's now attached, the example was made in RPG maker VX Ace, its not encrypted so you should be able to look at it
Ladder Example.zip -
I appreciate the time you took for uploading and everything. But that is a jump, not a ladder. I need an actual 'climbing-phase'. Besides, this would look weird if the ladder was much longer (the player would jump like an entire screen).
The set_moveroute doesn't work if you want the player do to something halfway up the ladder. The player still needs to be in control every tile he climbs. -
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I could set an event with a ladder graphic from the tileset and it allowed me to climb. I left the priority as the default - below characters. Only thing it didn't do was fix the direction to be facing upwards.
That was solved with a quick change to a Game_Map method:
Code:#-------------------------------------------------------------------------- # * Determine if Ladder #-------------------------------------------------------------------------- def ladder?(x, y) valid?(x, y) && all_tiles(x, y).any? {|tile_id| tileset.flags[tile_id] & 0x20 != 0 } #valid?(x, y) && layered_tiles_flag?(x, y, 0x20) end -
I also want my character to face left/right while on the ladder to pick something up near it.
I solved it by creating a new scene class custom made for that one map. Actually it's not a map anymore because Scene_Base is it's parent class now. But anyway your posts did help :) . -
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
