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.
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