Invisible Walls - Without changing tileset data

coldReactive

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I want some invisible walls placed, but adding events "Same as character" causes some serious performance hits. How do I add invisible walls without changing the tileset and without adding a ton of events?

All of the darkened areas on the purple river in the below image have to have invisible walls. The bridge cannot:



Bridge has to be on the purple river to inflict damage to the player to make an event on the bridge calling text dialog viable. Later in the game, these same purple bits are traversible, hence why I don't want to change the tileset data. (You'll also note that a small pool of this purple stuff is traversible near the house there, that's supposed to be like that.)
 
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Ramil

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Well if you don't want to change your tilesets or use events as walls, you third option is using one of Yanfly's script "Move Restrict Region" which allows you to create invisible walls with region id's.
 
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Engr. Adiktuzmiko

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or really, just make a new tilesheet, leave it blank, add it as tile D, and at least make one of the tiles have X passability, and paint it over the unpassable region...
 

Shaz

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Adding events as 'same as character' has little to do with performance. I would suggest it's something ON those events (like you've set them to parallel process for who-knows-what-reason and not included a WAIT).


mmm ... you're putting events on the water? Why? That is NOT the way you're meant to use the tiles/events. The player can't walk on the water anyway, unless you've change the passage settings on either the water or the top left B tile.


I suggest you go into more detail about the REASON you're taking this approach - it may be that you've done something wrong and the solution is simply to do it the right way, instead of mucking around with events and scripts.
 

Engr. Adiktuzmiko

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Actually events on themselves has performance impacts... because even blank events create sprites... and lots of sprites has performance impacts. though maybe not that much.


and yeah water by default is unwalkable...
 
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Shaz

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Yeah, I posted that before I realized how many events he was talking about and what they were being used for. So maybe just having that many IS causing lagging issues.
 

coldReactive

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Adding events as 'same as character' has little to do with performance. I would suggest it's something ON those events (like you've set them to parallel process for who-knows-what-reason and not included a WAIT).

mmm ... you're putting events on the water? Why? That is NOT the way you're meant to use the tiles/events. The player can't walk on the water anyway, unless you've change the passage settings on either the water or the top left B tile.

I suggest you go into more detail about the REASON you're taking this approach - it may be that you've done something wrong and the solution is simply to do it the right way, instead of mucking around with events and scripts.
It's the "Purple Water" actually, which by default can be walked through.
 

Engr. Adiktuzmiko

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then just do my suggestion of using a blank sheet/tile that has X passability. That is easy to do and has really no performance problems or whatsoever


or just make a new tileset, copy the old one and make the shallow poisonous swamp tile unpassable on that one


PS: you only need to line the borders btw, there's not much point in making the inner parts unpassable since you won't reach those anyways...
 
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coldReactive

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The event one actually has no performance hit in comparison to events, jeebus... that was seriously noticable.
 

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