[RMVX ACE] BOATS ON TILESETS B
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I'm not quite sure that I understand your question.
By default, boats can pass over shallow water tiles, but not over land. Boats also cannot cross over deep (darker colored) ocean water, but ships can. Neither ships nor boats can cross over toxic water, but I'm pretty sure that's because you can wade through it on foot.
Are you trying to set a tile to be passable by boat that isn't automatically so? If so, which tile(s)?
By default, boats can pass over shallow water tiles, but not over land. Boats also cannot cross over deep (darker colored) ocean water, but ships can. Neither ships nor boats can cross over toxic water, but I'm pretty sure that's because you can wade through it on foot.
Are you trying to set a tile to be passable by boat that isn't automatically so? If so, which tile(s)?
It's kind of tricky and difficult to explain because I make all the tilesets by myself.
Seas are made with tileset A in my game and now I want to decorate shorelines with tileset B.
But if I decorate the shoreline with the tileset B,boats and ships can't get close to the shores.
That's why I need tilesets B which the boats and the ships are passable.(There's no difference between the boats and the ships in my game)
Seas are made with tileset A in my game and now I want to decorate shorelines with tileset B.
But if I decorate the shoreline with the tileset B,boats and ships can't get close to the shores.
That's why I need tilesets B which the boats and the ships are passable.(There's no difference between the boats and the ships in my game)
Oh, I see.
I can't think of any ways to make tileset B specifically passable to boats, but it is possible to make events that draw from the pools of any section of the tileset other than A. If you scroll to the bottom of the graphics list for an event, you will eventually reach pages for tileset B, tileset C, etc.
Essentially, you would make an event that was labelled 'below characters' and 'through' with the image of the tile you want, and place it over the water. If it is only labelled 'below characters' then you will be able to walk on it and it will be impassable to boats, so you need to check the 'through' box as well (and possibly 'direction fix', while you're at it. I don't know if that will make a difference since I'm not sure if you can change the direction of events like these, but you probably wouldn't want to).
There might be an easier way to do this, but this is the only thing I can think of (I don't know much scripting or anything like that).
I can't think of any ways to make tileset B specifically passable to boats, but it is possible to make events that draw from the pools of any section of the tileset other than A. If you scroll to the bottom of the graphics list for an event, you will eventually reach pages for tileset B, tileset C, etc.
Essentially, you would make an event that was labelled 'below characters' and 'through' with the image of the tile you want, and place it over the water. If it is only labelled 'below characters' then you will be able to walk on it and it will be impassable to boats, so you need to check the 'through' box as well (and possibly 'direction fix', while you're at it. I don't know if that will make a difference since I'm not sure if you can change the direction of events like these, but you probably wouldn't want to).
There might be an easier way to do this, but this is the only thing I can think of (I don't know much scripting or anything like that).
If I try your idea this time,I have to make a lot of events to fix all the shorelines but it's really useful when fixing small lakes,short rivers or something.
Thank you for your advice!
Thank you for your advice!
Don't forget that you can copy events with ctrl+C and paste them with ctrl+V.
Moving the box with arrow keys while holding down ctrl allows you to rapidly paste events with V, greatly speeding up duplication.
Moving the box with arrow keys while holding down ctrl allows you to rapidly paste events with V, greatly speeding up duplication.
author=Darkstar1
Don't forget that you can copy events with ctrl+C and paste them with ctrl+V.
Moving the box with arrow keys while holding down ctrl allows you to rapidly paste events with V, greatly speeding up duplication.
I didn't know the method,either.
Thank you for telling me that!
Yanfly's Move Restrict Region can make some areas which players are impassable.
Now I want to know if someone can make a similar thing like the example below.
Region ID 1 Actors are impassable
Region ID 2 Boats are impassable
Region ID 3 AirShips are impassable
Yanfly's Move Restrict Region
https://yanflychannel.wordpress.com/rmvxa/field-scripts/move-restrict-region/
Now I want to know if someone can make a similar thing like the example below.
Region ID 1 Actors are impassable
Region ID 2 Boats are impassable
Region ID 3 AirShips are impassable
Yanfly's Move Restrict Region
https://yanflychannel.wordpress.com/rmvxa/field-scripts/move-restrict-region/
I've been messing around with the default scripting for vehicles, but I haven't been able to get anywhere with it.
I have figured out an event based work-around, though. I created this event:
This event checks the terrain tag of the occupied tile and if the tag number is incompatible with a given vehicle type, the player is forced to move away from it. You can set whichever forbidden tag numbers under each vehicle type by changing which number(s) the conditional branch checks for. One problem that remains is that this will not prevent you from touching the tiles; it will merely prevent you from crossing them.
Yes, I am aware that this has nothing to do with the script you showed. I couldn't figure out a full solution for that. One thing I did notice however, is that if you set a region to 'all restrict', then even the airship cannot pass over it. I would assume that if an airship cannot pass over something then nothing can, so you could use this restriction to set what is impassable to airships (unless you did want it to be passable to something else, in which case this wouldn't work).
If you wanted a region impassable to only ships or only boats without using the top event, you could use invisible (but not pass-through, i.e. 'same as characters') events to block off the boundary of the impassable regions. A parallel process event could check to see if you are riding a boat, ship, or neither, and make those events 'through' or disable through via 'set move route' depending on what you are riding. This would be very time consuming, however.
I have figured out an event based work-around, though. I created this event:

This event checks the terrain tag of the occupied tile and if the tag number is incompatible with a given vehicle type, the player is forced to move away from it. You can set whichever forbidden tag numbers under each vehicle type by changing which number(s) the conditional branch checks for. One problem that remains is that this will not prevent you from touching the tiles; it will merely prevent you from crossing them.
Yes, I am aware that this has nothing to do with the script you showed. I couldn't figure out a full solution for that. One thing I did notice however, is that if you set a region to 'all restrict', then even the airship cannot pass over it. I would assume that if an airship cannot pass over something then nothing can, so you could use this restriction to set what is impassable to airships (unless you did want it to be passable to something else, in which case this wouldn't work).
If you wanted a region impassable to only ships or only boats without using the top event, you could use invisible (but not pass-through, i.e. 'same as characters') events to block off the boundary of the impassable regions. A parallel process event could check to see if you are riding a boat, ship, or neither, and make those events 'through' or disable through via 'set move route' depending on what you are riding. This would be very time consuming, however.
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