Hi all.
I have this curtain on the wall (event) that when defeated in battle, is removed (graphic change to none). Behind it is a crack you can squeeze through, but how do I make that tile walkable? I've set the crack tile to walkable, but I fear the wall tile behind it is stopping it from being passable. I know about move route and passing through tiles that way, but I don't want to automate walking through a crack door, I just want the player to be able to choose whether they walk through or not.
Right now I have:
> Battle processing
> Set curtain graphic to none
> After win, switch event locations (to get the old one out of the way, and install the standard transfer event)
Any ideas about best practice here?
Thanks!
GC
Switch event with another, and then walk over it?
● ARCHIVED · READ-ONLY
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Put all grafics into a multipage event, one event page for the curtain and one event page for the crack.
Change the priority of the crack page to "below player" and make sure that the crack tile you selected as the event picture is one of those that are passable in the tileset.
(don't use the change graphic command, you need a switch to change the pages, because you need to change more than just the graphic of the event here) -
Thanks for the response Andar ;]Put all grafics into a multipage event, one event page for the curtain and one event page for the crack.
Change the priority of the crack page to "below player" and make sure that the crack tile you selected as the event picture is one of those that are passable in the tileset.
(don't use the change graphic command, you need a switch to change the pages, because you need to change more than just the graphic of the event here)
That looks like some needed optimisation, but it doesn't help with the passable tile. Do I need to add a copy of the sale tile (as the rest of the walls) and set that single tile to passable, and then use that one, while keeping the rest impassable? -
The map needs to be passable at that position, or you would have to set the player to through (bad idea unless you're doing an automatic cutscene.
Since the wall on the bottom layer is impassable, the crack needs to give passability to that position - that's why I mentioned using a passable crack tile.
So yes, if you don't have a passable crack tile in your tileset, you need to make one passable (by whatever method works for you in that tileset, I don't know if there are other positions where that crack has to stay impassable) -
The crack tile is actually passable. I suspect that it can't be passed because the tile on the layer beneath it, the wall tile, is not passable, and thus renders all other layers on top as impassable too.The map needs to be passable at that position, or you would have to set the player to through (bad idea unless you're doing an automatic cutscene.
Since the wall on the bottom layer is impassable, the crack needs to give passability to that position - that's why I mentioned using a passable crack tile.
So yes, if you don't have a passable crack tile in your tileset, you need to make one passable (by whatever method works for you in that tileset, I don't know if there are other positions where that crack has to stay impassable) -
No, B-Tiles have priority over A-Tiles. If the crack is passable, it should make the wall passable. Most people have problems preventing their players from walking on the walls after they place such a tile there...
If the crack is passable and the player still can't walk there, then something else is blocking the move - did you set the crack page to "below player"? If you don't do that the event will block the move. -
I'm not actually using the crack as the event graphic. It's just painted on there directly. The only event graphic is the curtain, but once that disappears, the crack is revealed behind it. The crack tiles (B tiles) are passable with O, while the wall tiles are not, but the hero can't walk over them. I've tried removing the events altogether but the hero can't walk over the apparently passable tiles.No, B-Tiles have priority over A-Tiles. If the crack is passable, it should make the wall passable. Most people have problems preventing their players from walking on the walls after they place such a tile there...
If the crack is passable and the player still can't walk there, then something else is blocking the move - did you set the crack page to "below player"? If you don't do that the event will block the move. -
How do you make the curtain disappear?The only event graphic is the curtain, but once that disappears, the crack is revealed behind it.
As I told you above, you CANNOT use the change event graphic command for this as in that case the event will still block movement, even if it is invisible. -
Are you trying to add a "standard transfer event" to the crack in the wall?
How are you getting rid of the curtain?
Can't you just add a quick event transfer with an additional page for the curtain being present...just as if it were a locked door?
Sent from my XT907 using Tapatalk -
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Thanks for replies, I'll try your method Andar, but I'm thinking it's a tile issue.You need a two-page event like the following.
I marked the important parts of the second event page -
That is very simple to test - remove the event and check if the player can enter that tile manually after the event is removed.Thanks for replies, I'll try your method Andar, but I'm thinking it's a tile issue.
If yes, then it's a tile issue - if not, then it's the way how your event was set up. -
Yes, I've already tested this by removing the events altogether, and it remains unwalkable. Ah.. I suppose I'd better look into tiling to see if I can add a replica tile that can be given a different pass-ability for that single square.That is very simple to test - remove the event and check if the player can enter that tile manually after the event is removed.
If yes, then it's a tile issue - if not, then it's the way how your event was set up. -
The test I did is shown in the screenshot. The cracked tiles on the walkable floor tiles were walkable, while the cracked tiles on top of the unwalkable wall tiles remained unwalkable.
It seems consistent, but it's just not what is needed I guess.
Can I add a replica wall tile and change it's walk ability for that single square?

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I tried to extend the tileset and add a duplicate of the stone wall tile, but it didn't work, which implied that you can't extend tilesets past a certain size. So I simply replaced one of the tiles there instead, and it worked nicely.The test I did is shown in the screenshot. The cracked tiles on the walkable floor tiles were walkable, while the cracked tiles on top of the unwalkable wall tiles remained unwalkable.
It seems consistent, but it's just not what is needed I guess.
Can I add a replica wall tile and change it's walk ability for that single square?
This thread can be changed to solved now :)
Thanks for all the help!

