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[RM2K3] BUSH PASSABILITY FOR 2K3?

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I have some tall grass in my game that I'd like the player to be able to walk behind. However, using the star icon for passability means that the player's head is also shown underneath, which looks rather silly. I tried searching the forums and found that RMVX Ace has a setting called "bush" which fits this perfectly.

Is there a way to replicate this effect in RPG Maker 2003?
It's in terrain I think, look for 2/3 cover and 1/2 cover. Something like that. I think it's in the bottom of the window.
I just tried that setting, and it made the sprite's bottom half consistently obscured. I'm sorry I should have clarified. It's an area where normally you can see the entire sprite, but I have drawn in some tall grass here and there.



Hm... For a situation like that, where there's no tile dividing, you're going to have to use some variables and track hero sprites coords. This is at least the best way I can think to handle this situation. Basically, a parallel process event checks to see if the hero is on the same y axis as the tall grass, if they are the event will turn a switch on. Call it whatever, something like "Hero in Grass?".

You could handle the next bit a few different ways. You could make all your tall grass events and when the Hero in Grass switch is ON, the tall grass event would be set to display "above hero". Likewise, they'd display "below hero" if the switch was OFF.

A simpley way would be to have to tilesets in your database that are exactly identical. Except one of them is set to display the tall cross behind the hero, and the hero is set to display it in front of the hero. Using the switch, you could swap out the two tilesets accordingly. The player should be none the wiser.

There might be an easier way to do it, but this is probably how I would go about it. Also note,this event might not work as intended if you have tall grass that takes up tiles vertically. Based on your pics, tall grass only move horizontally, taking up the same y-axis. This condition allows you to check for only the y coordinate, but if you change things up, you'll have to adjust the formula.
Try using events for the grass. That might do it.
I feel kind of stupid... that is much simpler. Turn them into charasets and set them to Phase Mode ON and it'll work just fine.
Make the grass a charaset, then have an event show two pages.
The first one has the grass set to below hero. It will use the grass image for graphic.
On the second page have it set to turn on with a switch (named Close or something like that) and set the grass to above hero. It will also use the grass image as graphic.

Now make another event with two pages. Place it below the grass event.

On the first page set to below hero and make sure there's no graphic set.
The second page have it set as no graphic, set same as hero and have it turn on when the switch Close is turned on, too.

Now, surround these events with events that turn on the switch Close when walked on (below hero). Around these add another bunch of events that turn the switch Close off. Diagram:


So green squares are the events that have the grass image.
Blue show the ones that turn on the switch 'Close'.
Red show the events that will block the way down when 'Close' is turned on.
Yellow/Brown show the switch that turns 'Change' off.

So, let's say you walk along the line where the grass is, approaching from the side, straight line. First you'll step on the Turn off event, which won't do anything since the switch is already off. Then you'll trigger the turn on event. This will make the grass and below-grass events trigger their second pages, thus making the grass above hero and the tile below it impassable (so you can't just walk through the grass. Basically, it forms a bit of a 'hedge'.
At the end of the line you'll hit the turn on button and if you decide to loop around and go under the grass you'll trigger the switch to turn off. This will make the grass become Same As hero (thus impassable from the bottom) and no longer floating over the hero's head. The red area will become walkable instead of being a block since the switch is now off.


Alternatively, you could have the grass events only and have a parallel process constantly check hero terrain ID and change the switch on/off accordingly. (Set the terrain ID of the grass as something no other tiles use.)

That makes sense! Thanks for taking the time to include the diagram. It makes it easier for a newbie like me to understand. :)

Thank you to everyone that replied!
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