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.
Posted 11 September 2012 - 08:31 AM
Event Page 1 -> No Graphic
(switch a on)
Event Page 2 -> 'Hole' Graphic
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.
Posted 11 September 2012 - 10:21 AM
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. ^^;
Location: wall top tile
Conditions: switch1 = on
Graphic: transparent graphic (or "upper hole" graphic, either way)
Priority: Above characters
Location: wall side (or bottom) tile
Conditions: switch1 = on
Graphic: "lower hole" tile (from tileset "B")
Priority: Below characters
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.
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.
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Posted 12 September 2012 - 08:38 AM
Posted 12 September 2012 - 10:39 AM
Thank you both for your assistance!