Just having a menu for passability for ships and airships. I would rather want to be able to change specific passability on the Tileset menu although it would evidently take some time I guess. I don't really understand why the database doesn't allow for more elaborate options for the vehicles. But I've been wondering where you could find stuff about the vehicles. I'm no programmer although I've come to understand a lot just by changing some custom scripts and stuff so I'll not be editing any default scripts on my own. I'm not really sure how it determines this via the tileset, but, there are a few functions in Game_Map.that may be of interest to you. However, when I re-did the map from scratch, I was not able to move with either the boat or ship, like you observed. Which might explain how I was able to move around on the boat. Now, originally, the map I was testing on was technically a copy-paste of a map with water-tiles on it. author=Marrend I went back to the test-project to double-check on something. Hopefully I can make it so that the actors can't pass but the ship can. yeah I knew something like that existed and am sure I could use it.so I'd just make the whole sea a specific region. This will make it so that even through events can't cross specific regions. that may be of interest to you.Īuthor=kory_toombs You might need a script made by Yanfly which uses regions to determine where actors and events can go. #- def passable? ( x, y, d ) check_passage ( x, y, ( 1 << ( d / 2 - 1 )) & 0x0f ) end #- # * Determine if Passable by Boat #- def boat_passable? ( x, y ) check_passage ( x, y, 0x0200 ) end #- # * Determine if Passable by Ship #- def ship_passable? ( x, y ) check_passage ( x, y, 0x0400 ) end end. flags next if flag & 0x10 != 0 # : No effect on passage return true if flag & bit = 0 # : Passable return false if flag & bit = bit # : Impassable end return false # Impassable end #- # * Determine Passability of Normal Character # d: direction (2,4,6,8) # Determines whether the tile at the specified coordinates is passable # in the specified direction. Can I change specific tiles in A5 to become passable with a ship and an airship? I suppose I could set a specific region on water tiles and make those regions passable on ships? Yes? ThanksĬlass Game_Map #- # * Check Passage # bit: Inhibit passage check bit #- def check_passage ( x, y, bit ) all_tiles ( x, y ). But another more complex question came up then.how does this affect Ship and Airship passibility? How does that work for the A5 tileset? I have tried it and it seems at a glance that all tiles on A5 are impassable with a Ship. And no, I have no transparent stuff on A5. I‘ve just been using A5 and then B to put rocks, cliffs and stuff.
So what I‘m wondering is.are there any major drawbacks when using only A5? I need very few tiles for each map so I don‘t need to fill a whole tileset template of different graphics. If I make a move in a certain direction later I might need it for some maps but then I‘ll just have to master that. Also, and maybe more importantly, I don‘t think I need any animated tiles. Tiles are just tiles and nothing fancy about it. My graphics for this particular game is extremely basic. So on this project, I have no need for autotiles that I think of. I could just put my custom tiles wherever and they appeared in that exact spot in the editor. Then I came across Tileset A5 which did what I wanted in this case. I just couldn‘t handle trying to make out how autotiles worked and stuff when trying to make my custom tilesets. So when working on a game some time ago on Ace, I stopped trying to work with tilesets A1-A4. It‘s questions I presume have been asked before but I found it difficult to find exactly what I was looking for. I have some speculations about the A tilesets. PPS: New version! I highly recommend that you use this one: fav.Hey guys. PS: I don't know if this works for other versions, sorry. Tell me if you think I should change anything!Īnd. They not only can be used for whatever you want but also appear OVER other tile from the Lower Layer. Finally, yellow tiles are for the Upper Layer.Each square is completely individual but you can still combine them to create something bigger. They will appear as is: they don't make groups or animate. Light green tiles can be used for everything.Ignore them, they are like green tiles since both can have the Square passability mark. Gray tiles work like green tiles, but can also have the Square passability mark, which can't be used in the rest.Make sure that you use them in 3x4 arrays! Green tiles are for floor textures, woods, mountains or lakes.Dark blue tiles are animated each animation covers one column (4 squares 4 frames).