Removing "A" Set tiles with event?
#1
Posted 11 September 2012 - 08:21 AM
I'm creating a dungeon and I want to have a "secret door" (i.e. the player presses a switch and a passageway opens up in an otherwise normal-looking wall). The wall is constructed using "A" set tiles. Is there a way to remove the wall tiles with an event to effectively open a passageway in the wall? I'd really rather not have to change the wall graphic to something else (as that would make the "hidden door" way too obvious). It doesn't have to be animated or anything, I just need the section of wall to disappear.
I'm not that good with events yet so please forgive me if this is a foolish question. ^^;;; Let me know if you need any more details.
Thanks!
#3
Posted 11 September 2012 - 09:16 AM
EDIT: OK, now I can't even get it to work with a "top" hole tile... on the tileset editor, I have the "top" hole tile marked with a star, which indicates that the player can pass, but the character graphic will be "behind" the tile, correct? With this setting, I can't get the player to pass through the top hole. If I change the passability to a circle, it works fine. Am I doing something wrong here?
Edited by Harmonic Distortion, 11 September 2012 - 09:33 AM.
#5
Posted 11 September 2012 - 11:30 PM
Thanks for your help! I gave that a try but it still doesn't work... my character just runs up against the wall top and stops dead. I've tried it with and without the "Through" option, and with every trigger type. If I set the priority to "Below characters" it works, but then the character graphic passes in front of the wall graphic.
Maybe it'll help if I post everything I'm doing, in case I've gone obviously wrong somewhere but I just can't see it. ^^;
Event 001
Location: wall top tile
Conditions: switch1 = on
Graphic: transparent graphic (or "upper hole" graphic, either way)
Priority: Above characters
Event 002
Location: wall side (or bottom) tile
Conditions: switch1 = on
Graphic: "lower hole" tile (from tileset "B")
Priority: Below characters
Event 003
Page 1: no conditions, contents "set switch1 to on", activate on button press, graphic of switch lever in "left" position
Page 2: condition that switch1 is on, graphic of switch lever in "right" position
As I said, it works fine when I have the priority for Event 001 set to "Below." I'm thinking what I might do is just take the floor tile graphic, and stick it into a custom set that I can select from the Graphic box in the event. At least it'll give me an excuse to figure out how to do that.
Thank you for your help!
Edited by Harmonic Distortion, 11 September 2012 - 11:30 PM.
#6
Posted 12 September 2012 - 08:13 AM
The tile below the event however, should be passable. If it's not passable (such as a real wall) the player will stop in its tracks. Be sure to put a tile underneath the event that will allow the player to walk through it.
#7
Posted 12 September 2012 - 08:38 AM
#8
Posted 12 September 2012 - 10:39 AM
Thank you both for your assistance!
#9
Posted 12 September 2012 - 10:43 AM


Get some RPG Maker Tech Support over here!
Learn how RPG Maker VXAce calculates damage/recovery over here!
Got stuck in RMVXAce and can't find out why? Check out this thread first to see if there's a work around!
"We know you love making and playing games, so we put a game maker inside your game." - RPG Maker
Also tagged with one or more of these keywords: help, event, tileset
Resource Showcase →
RPG Maker VX/Ace Resources →
Simultaneously 'Show Choices' with another eventStarted by risk1996, Today, 12:26 AM |
|
|
||
![]() |
Support →
RPG Maker VX Ace →
Help with ChestsStarted by Macusto, Yesterday, 11:14 PM |
|
|
|
![]() |
Support →
RPG Maker VX →
How to give an item?Started by lanishark, 17 Jun 2013 |
|
|
|
Game Development →
General Discussion →
Help with animationsStarted by Lisarda, 17 Jun 2013 |
|
|
||
![]() |
Help
Support →
RPG Maker VX Ace →
Need help with facesets/portraitsStarted by Aceri, 17 Jun 2013 |
|
|
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users

This topic is locked




















