NikoPalad

Veteran
Veteran
Joined
Nov 29, 2020
Messages
88
Reaction score
43
First Language
English
Primarily Uses
RMMZ
Hey guys!
I want to test out a system that changes a single tile on the map with an event. By tile changing, I mean changing a tile into another tile from the same tileset (for example when unlocking parts of a map that were previously blocked). How can I do that?
 

caethyril

^_^
Global Mod
Joined
Feb 21, 2018
Messages
3,673
Reaction score
2,760
First Language
EN
Primarily Uses
RMMZ
Typically you'd use an event for that, e.g. 2 pages:
  1. No condition, event blocks player.
  2. Condition Switch X is ON, event does not block player.
Otherwise, I think your options are limited to one of the following:
  • Have two nearly-identical tilesets then use the Change Tileset command; or
  • Find a plugin that lets you switch tiles out independently of their tileset.
 

Chocco

Villager
Member
Joined
May 3, 2022
Messages
5
Reaction score
4
First Language
French
Primarily Uses
RMMZ
Either this :
1652873985759.png

Or by setting priority to "above" or "below" characters

1652874097069.png
 

caethyril

^_^
Global Mod
Joined
Feb 21, 2018
Messages
3,673
Reaction score
2,760
First Language
EN
Primarily Uses
RMMZ
Alternatively you can give the event Priority: Below characters or Above characters.

Or you can use a tile image (sheet B~E) and the event will use that tile's passability.
 
Last edited:

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
4,533
Reaction score
2,896
First Language
English
Primarily Uses
RMMV
Not blocking the player? With what event command?
No command. You're not wanting the event to do anything, you just want it for the tile image.
 

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
16,621
Reaction score
9,217
First Language
English
Primarily Uses
RMMV
My understanding is that you want it so that you originally have an unpassable floor tile and then, after a particular thing happens, the floor tile is passable? If so, you don't need to change tiles. You can put an "invisible" event there that prevents the player from passing.

Page 1 has no image, and is set to trigger by Player Touch. I left the priority here Same as character as this will prevent the player from moving past it.

Page 2 is conditioned with a switch. You will need to turn on that switch in another event after whatever you want to happen happens to make the new area passable. But now the event is Below character so the player can pass over it. I put in a transfer on page 2, assuming it would take you to a new map. But if it's an area of the same map, you just leave the Contents area empty.

If you want the area blocked off by an object or an NPC, just use that as the image on Page 1.

Tile Pass 1.png

Tile Pass 2.png

edit: I'm still drinking coffee and waking up so if I've made a stupid mistake in this, forgive me please.
 

Latest Threads

Latest Posts

Latest Profile Posts

ScreenShot_6_28_2022_3_2_40.png

There's 7 main areas in the game that are all connected. This train get's you from an underground lab to the center of someone's subconscious. inside the train you can talk to some of the passengers. but going to the top of it, there's battles.
Speedrunning all character portraits just so they all have the same quality. Not sure if this was a good idea, but now I'm almost done.
We now have a gameplay video!
DrBuni wrote on Akiritas's profile.
That is a cute Link picture, reminds me of the Samurai Jack artstyle.
I had an idea on how to get my encounters to leash after chasing the player for a little bit. After going down the Javascript rabbit hole, I realized I could do it in a regular movement route. Derp!

Forum statistics

Threads
123,145
Messages
1,154,376
Members
161,490
Latest member
SaciFuracao
Top