[RMVX ACE] CERTAIN GRAPHICS NOT ABLE TO HOLD EVENTS?
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Sorry if this is something obvious or already answered. I did try to search for an answer myself but came up short. (I'm still trying to get the hang of RPG Maker, sorry.)
Anyways, I've been trying to write an event where the bucket of water from the default Interior tileset would function as a save point. For whatever reason, this doesn't work when I test it.
I assume it has something to do with the fact that it came from tileset C, as opposed to some of the other listed event graphics, since I've tested this on a crystal graphic and it's worked fine.
Thanks and please help!
Anyways, I've been trying to write an event where the bucket of water from the default Interior tileset would function as a save point. For whatever reason, this doesn't work when I test it.
I assume it has something to do with the fact that it came from tileset C, as opposed to some of the other listed event graphics, since I've tested this on a crystal graphic and it's worked fine.
Thanks and please help!
It should work fine. Make sure you're not making it do stepping animations or something, though. If need be, copy the bucket image to an empty spot on a characterset and try that.
author=Liberty
It should work fine. Make sure you're not making it do stepping animations or something, though. If need be, copy the bucket image to an empty spot on a characterset and try that.
Nope, animations are all deselected.
It's just concerning because no event seems to work with tiles from tileset B or C, and I don't want to just copy and paste tiles every time I need a specific event, you know?
That is strange, though. They should work fine.
Is it that they're not showing up when you test play? Sometimes when you edit a Tileset then use an image that you've newly added, it might not show up in the preview of the event until you either open and close the database or reopen the program itself. But if it's not showing up in test play, there might be another issue altogether.
Can I see a screenshot of the event page and the map grid (where the preview should show up) and then an in-game shot? We'll work this out!
Is it that they're not showing up when you test play? Sometimes when you edit a Tileset then use an image that you've newly added, it might not show up in the preview of the event until you either open and close the database or reopen the program itself. But if it's not showing up in test play, there might be another issue altogether.
Can I see a screenshot of the event page and the map grid (where the preview should show up) and then an in-game shot? We'll work this out!
My guess, Is that you haven't changed position of the event. If it is set to below character, change it to same as character.
author=Liberty
That is strange, though. They should work fine.
Is it that they're not showing up when you test play? Sometimes when you edit a Tileset then use an image that you've newly added, it might not show up in the preview of the event until you either open and close the database or reopen the program itself. But if it's not showing up in test play, there might be another issue altogether.
Can I see a screenshot of the event page and the map grid (where the preview should show up) and then an in-game shot? We'll work this out!
author=Cap_H
My guess, Is that you haven't changed position of the event. If it is set to below character, change it to same as character.
Sorry, I had fallen asleep. But yep, I just changed it to same as character and it worked. Thanks!
Before I go, can someone explain to me why that works?
It might be that the ground tile is set to above/same as hero. If that is the case, think of it like layers. Ground tile (below hero) is the lowest layer. Then same as is on top of that and lastly above hero is the highest. So if you've, say, an upper level tile set to same as hero, and you put an event that is set to below hero on top of it, it obeys the layers selected, so the event would then be below the other tile.
author=Liberty
It might be that the ground tile is set to above/same as hero. If that is the case, think of it like layers. Ground tile (below hero) is the lowest layer. Then same as is on top of that and lastly above hero is the highest. So if you've, say, an upper level tile set to same as hero, and you put an event that is set to below hero on top of it, it obeys the layers selected, so the event would then be below the other tile.
Ohhhh, okay, I think I get it.
I have another question which is a bit unrelated.
Is there a way that I can change where an event teleports a player based on how they walk into it. For example, there's a one tile wide land bridge that I want to teleport the player to a forest dungeon. They'll initially have to cross it from the north, but if they do so from the south, I want them to enter the dungeon from the other end and walk back. I'm having trouble figuring out how to do this. Any advice?
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