@Kes
I'm not understanding why there is the sequence of turning and waiting in your example? What does that do?
I will attempt to better explain my goal.
At this stage, I am simply trying to figure out the script-logic of how to make specific sections of wall/ceiling tiles become passable to the player. At some point in the future, I will tie it to a magic skill with a timer based on the level of the player so that when the player casts the magic skill, it will show the passable areas to the player, with some animation graphic on it. So it is a skill on, can pass through, skill off, can't pass through.
Again, I'm just trying to get the pass-through-the-wall part working, and can't seem to get it right.
At first I tried to place the event on the wall itself, as I thought that would make that wall tile passable. (Speaking of which, why doesn't RM have the ability to event tiles directly?) That didn't seem to work. So I tried an event that would make the player passable. I got it to work if they walk into it from the left, but then they couldn't walk up or down across the event. Also, they get force walked through the wall, and I didn't want that. Turning on through for the event apparently prevented the event from triggering.
So I'm still trying to resolve the logic. I can provide more details if I know what would help to share.
Oh, also, I think I am confusing two of my threads... my bad. I guess the "secret door" part of the conversation should have been over here https://forums.rpgmakerweb.com/index.php?threads/suggestions-for-implementing-secret-doors.91892/ and the inside door part should stay here.
However, I'm really not getting the turn wait turn wait thing... what function and purpose does that serve/accomplish?
Why do RM buildings/structures have no inside doors?
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However, I'm really not getting the turn wait turn wait thing... what function and purpose does that serve/accomplish?
Most doors are made with sprites. Sprites, at least when they are for characters, have a step animation when they walk and face in one of four directions (typically). The turn/wait animates the door to open or close. Instead of a character that faces up or left, the sprite sheet uses the different stages of the door opening. The same is used for animated buttons, levers, chests, etc. -
Go to the the tileset section in the database. Then go to the tileset you're going to use. On the side, you should see a section that says "Images." You'll see A1, A2, A3, etc. Click on the one that says "D." Then, look for the A3 tileset image for whatever tileset you're using(Or whatever tileset image that includes the wall tiles that you want to use). If you're using the default Outside RTP tileset, then the file is called "Outside_A3." Double click on the image, and then exit out of the database. Create a new event, and select an event image. Scroll down to the bottom and click on "[Tileset D]." You can then select whatever part of the wall you want to be toggled passable/impassable. Make sure "Same as characters" is selected in Priority. Then you can create a new event page, and attach it to a switch. (check the "Switch" option under the Conditions section) Make sure the Priority is either "Below characters" or "Above characters," whichever you need.
If you're going to have a skill to make the wall passable, then open up the database and create a common event. Have the common event turn whichever switch you attached to the event you made earlier ON. Then, go to the skill in the database. Double-click under "effects." Go to the "Other" tab, and click "Common Event." Finally, choose the common event you just made.
Is this what you're trying to do?
Either way, hope I helped.
EDIT: Oh, also, to make sure that the ground tile below the event doesn't mess up the autotile, you can right-click and press shift over the ground tile, and then place it on the spot in the wall that you want. -
Go to the the tileset section in the database. Then go to the tileset you're going to use. On the side, you should see a section that says "Images." You'll see A1, A2, A3, etc. Click on the one that says "D." Then, look for the A3 tileset image for whatever tileset you're using(Or whatever tileset image that includes the wall tiles that you want to use). If you're using the default Outside RTP tileset, then the file is called "Outside_A3." Double click on the image, and then e the database. Create a new event, and select an event image. Scroll down to the bottom and click on "[Tileset D]." You can then select whatever part of the wall you want to be toggled passable/impassable. Make sure "Same as characters" is selected in Priority. Then you can create a new event page, and attach it to a switch. (check the "Switch" option under the Conditions section) Make sure the Priority is either "Below characters" or "Above characters," whichever you need.
If you're going to have a skill to make the wall passable, then open up the database and create a common event. Have the common event turn whichever switch you attached to the event you made earlier ON. Then, go to the skill in the database. Double-click under "effects." Go to the "Other" tab, and click "Common Event." Finally, choose the common event you just made.
Is this what you're trying to do?
Either way, hope I helped.
EDIT: Oh, also, to make sure that the ground tile below the event doesn't mess up the autotile, you can right-click and press shift over the ground tile, and then place it on the spot in the wall that you want.
Oooooh.... Thank you!
I will be giving that a try and will return and report. =D
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@Aeonex. Well, that is certainly a step forward, but apparently, my elementary logic-fu is nonexistent.
So, I have the skill and the common event and the switch. Replaced the wall/ceiling tile with a floor tile, and redrew the shadow so that it matches that of a wall. placed the event and used the wall/ceiling tile as the image. page two has the floor tile as the image.
Player cannot walk through normally. Casting the magic skill correctly causes the switch to activate, and now it is a passable floor tile.
However, I am a complete newb to RMMV, and even though I've had one year of java in school a long long time ago, I can't seem to figure out how RM is moving through the logic, and can't manage to construct the auto-deactivate the switch after an amount of time has passed.
Also, the wall/ceiling tile is from an auto-tile, and I can't seem to figure out how to make it blend back in with the wall - there are obvious breaks no matter what part of the autotile I select for the event image....
Furthermore, the shadow needs to match when it is a wall and a door, and I haven't figured that out either.
Leaving the wall in place doesn't seem to work (fixes look, but then doesn't allow passability) as RMMV apparently can't event tiles directly... (whyever not? I should think that would be an obvious functionality).
Anyway, that's my update, I'll keep plugging away at it, and welcome further advice.
EDIT: Oh, also, to make sure that the ground tile below the event doesn't mess up the autotile, you can right-click and press shift over the ground tile, and then place it on the spot in the wall that you want.
I'm not understanding this part. It sounds like the visual fix I'm looking for, but I don't understand the instructions or how to apply them? Please help? -
If you want the skill to only temporarily open the door, then you can edit the common event to be something like this:
So, you attached a switch to the event. This means that the event requires the switch to be ON to appear and work. The skill is activating a common event that turns the switch on, which then enables the event. If there is no switch is attatched to an event(this is how you set up the first page of the wall event), then the event will be active no matter what(you will still have to do the trigger, though). Switches stay on permanently until you say to turn it off. So what this event is doing is turning the switch on(enabling the second event page which opens the door), waiting a bit, and then switching it off(disabling the second event page, having the event switch back to the first page and effectively closing the door).Image
It's important to note that events WITH switches take priority over ones that don't. So, if an event has two pages, one with no switch and another with, and the switch that's attached to the first page is on, then the first page will activate instead of the second. (But if there isn't any switches activated, then the second will activate of course.)
As for not messing up the autotile, here's what you do:
Spoiler