Is there a way to fix this?

● ARCHIVED · READ-ONLY
Started by TheoAllen 7 posts View original ↗
  1. I know pic may equal a thousand words, but it doesn't mean you post a pic and call it a day.
    Explain briefly how you ended up that way. How did you set the passage of your tile and how you map your map.
    Some impassable tiles could get passable just because you place an event with priority below character using tile graphics that is passable.
  2. I am trying to figure out how to have X blocked tiles not show up under the player. Is there a simple fix for this?upload_2018-9-28_5-49-30.png
  3. A star passage setting will make the tiles appear on top of the player, as if the player is walking behind them.
    It also tells the engine to get the actual passability from the tiles on the layer below.
    So you'd need to draw the building at the back first, in full, and then the one at the front. It looks like this is what you've done, so just setting those tiles to star should do the trick.
  4. Ok so if I set it to Star how do I prevent movement through tiles I don't want the player to move through?
  5. The star tile passability in tile B-E WILL check the tile under it. It's a part of bugfix on updated VXA. If you don't have one, put this.
    Code:
    #==============================================================================
    # VXAce Star Passability Bug Fix
    #   by NeonBlack
    # -- Level: Easy, Normal
    # -- Requires: n/a
    # -- This simply checks if the tile is a star before checking passability.
    # If the tile is a star and it is passable, it then checks the tile UNDER it.
    # If not, it returns false as always. This prevents everything that is a star
    # tile from being passable.
    #
    # -- Original Topic:
    # http://forums.rpgmakerweb.com/index.php?/topic/7625-vxace-passabilities-bug/
    #==============================================================================
    
    class Game_Map
    
      def check_passage(x, y, bit)
            all_tiles(x, y).each do |tile_id|
              flag = tileset.flags[tile_id]
              if flag & 0x10 != 0                       # [☆]: No effect on passage
                    next             if flag & bit == 0 # [○] : Passable but star
                    return false if flag & bit == bit   # [×] : Impassable
              else
                    return true  if flag & bit == 0  # [○] : Passable
                    return false if flag & bit == bit   # [×] : Impassable
              end
            end
            return false                                              # Impassable
      end
    end
  6. well that fixed the display issue (just needs some fine tuning...
  7. A tile with a star passability says "use the passability of the tile on the layer below". So as long as the layer below has a tile that has an X, the player won't be able to walk through it.