Change tile passability with event

gvduck10

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I seem to recall being able to do this before, but maybe I am wrong. What I want to do is have an Event where the character learns how to "walk over water", and then have the tiles change to passable instead of the default impassable. Would be a TON easier than having to set up a ton of events to block the water until the ability is learned or check if the ability is there. Does anyone know of a way to accomplish this?
 

Shaz

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With XP it was easy - you just transfer to a similar map where water is passable.  With VX, Ace and MV though, the passage settings on the A1 tiles (water) don't rely on your X and O settings, but are hardcoded in the engine, to take into account what kind of vehicle you're in.


I can't think of any way to do this without plugins, and I'm not sure there is one to do what you're after, so you may need to request a new one to be written.  It would be something along the lines of drawing over the water with a region tag, then having the plugin override the default passage logic if a certain switch is turned on.  I know Yanfly has a region plugin, but I'm not sure if it would do this.  And there are probably some others out there too, but again not sure if they'd be capable of doing what you need.
 

Heretic86

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If youre using XP, my Vehicles script has stuff built in so you have total control over who moves where...
 

Shaz

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he's using Ace, according to his profile and the forum he posted in ;)
 

gvduck10

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I have a less elegant solution and that is to put events all along the water's edge. They all disappear once the Waterwalking Switch is triggered. It's not elegant, but it will have to work I guess. You CAN change the setting on A1 tiles, I've already tested this, but I was hoping to just use a Common Event to change the tile usability instead of clutter up my map with events.
 
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