Map Passage Modding

Shaz

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You should be able to use the script for that. Can you show a screenshot of the 'setup' stage, showing the passabilities you've set on it? If you can just draw an outline (or a line) showing where you DON'T want them to be able to walk (on the same screenshot) that'll help too.


Are you using any other scripts? Is your map set to scroll either vertically or horizontally or both? What is your map size?
 

LeoHalliwell

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You should be able to use the script for that. Can you show a screenshot of the 'setup' stage, showing the passabilities you've set on it? If you can just draw an outline (or a line) showing where you DON'T want them to be able to walk (on the same screenshot) that'll help too.

Are you using any other scripts? Is your map set to scroll either vertically or horizontally or both? What is your map size?
That was weird. I tried it about 7 times, and then after your post I went and tried again, and it magickally worked that time.... Isn't that always the case? lol. So it's not anything to do with scripts, because other than the ones that come with the game, I had no idea how to use them until now. My map was set to scroll both, and it was 19x21. Thanks for getting back to me so soon though! I'm glad that I can turn to this forum whenever I need help and get a quick response!
 

Shaz

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Maybe you just didn't save it after setting it up, or maybe you reverted to default before saving? Could be a number of reasons. However, there IS an issue with this script, with scrolling maps, that I haven't yet been able to resolve. I wouldn't rely on this script if you have it set to scroll.


However (and I don't know why I didn't think of this yesterday), you SHOULD just be able to edit the 4-dir passage settings on your tileset to have the same effect. THIS script is more for when you want a certain passability SOMETIMES but not others (like, you normally DON'T want the player to be able to walk off the edge of a cliff, but if they're walking onto a bridge, then it's okay)
 
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Stridah

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i really want to try experimenting with this!

I have a some what off topic question, it seemed some talk was moving towards this, but it is possible to have a smaller then 32x32 grid for passable tiles? Can someone possibly point me in the right direction for this, have been finding 32x32 passability so annoying!
 

Shaz

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No, because 32x32 is the RPG Maker tile size. You cannot get around that unless you mod all movement scripts to use a different size. The "pixel movement" scripts go a LITTLE way towards this, but they still use 32x32 for collisions, because that's how RPG Maker is set up.
 

kawaii

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ah, it's awesome script for parallax mapping... but i want to ask the question:
how i can change the X key to another keys, because X key on my keyboard is damaged...
Thank you!

(sorry if I use wrong grammar b/c my english is bad)
 
 

Shaz

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kawaii, please don't hijack a thread to ask a completely unrelated question. Ask your questions in your own thread. Thank you.
 

LeoHalliwell

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I've found a bug in the script, or at least one that happened in my game. And it's pretty big. 

As you can see, my ship can go absolutely everywhere on the map. This issue no longer occurred after I removed your script. (Both runtime, and setup. Removing just the setup did nothing to fix the issue). I thought about fixing it in the main game scripts, but I wouldn't know where to begin. 

ship problems.png
 

Shaz

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Hi LeoHalliwell, thanks for reporting this. I hadn't even considered the effects of being in a vehicle. Thankfully, this SHOULD be a really easy one to fix. I'll provide an update as soon as I can.
 

Farr

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Updates on this awesome script would be awesome.

It's really good for parallax maps and things like that.
You should add options for tiles to change priority. (under, above, same)

Anyway, awesome script.
 

Shaz

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Sorry - this script does everything I need it to do. If you want to make your own changes, or request someone else to make them, go for it. :)


NeonBlack has a script that lets you adjust priority of tiles, but it has issues, and anything I tried to do would run into the same issues.
 

Stridah

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Shaz,  

I just installed this script and i must say WOW! It is a great time saver for us parallax mappers!!! I actually would say it is now in the "must use" script category that i would recomend to any other mapper!  It really did save me alot of time on the last map i was putting in the editor.

thanks for making this free to the community!
 
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FrogMaster

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Just like LeoHalliwell When I use this script my ships go anywhere on the map.

Just wondering if this was ever fixed?

Love the script otherwise; It's pretty handy.

Thanks Shaz.
 
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LeoHalliwell

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Just like LeoHalliwell When I use this script my ships go anywhere on the map.

Just wondering if this was ever fixed?

Love the script otherwise; It's pretty handy.

Thanks Shaz.
I never got a fix for it. I tried fiddling with the script and doing it myself, but I still couldn't figure anything out.  
 

Shaz

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I'm sorry - it obviously slipped my mind. I'm putting it on my to-do list right now.
 

LeoHalliwell

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I'm sorry - it obviously slipped my mind. I'm putting it on my to-do list right now.
No worries! It actually helped me learn a bit about how the script works, and what I could possibly do to fix it and keep all my mods running okay! Even though I couldn't figure it out. It helped teach me how to think for myself. 
 

Shaz

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Okay, all fixed. Please grab the new runtime script from pastebin and replace the current one. Your boats and ships should now stay on the water.
 

FrogMaster

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Fantastic; It works practically perfect now. Thanks for the quick fix!

Only other thing I was wondering is if there was anyway to make it remember the default passage settings previously set through RMVXA itself.


Example:
Default Tileset Passage Settings In Ace:



^^Default Tileset Passage Settings when loaded.

Anyways; It'd be fantastic if you managed to fix this, as it's a bit time consuming to try and set every tree I place with the above settings manually. Great script though; Love it saves me plenty of time.


A bit irrelevant but I tried to do some fiddling but my knowledge of ruby is incredibly basic.
 

With the star passage fix I notice it remembers the Default passage settings, but in turn any passage settings you changed via your script no longer work properly.

Star Passage Script:

class Game_Map def check_passage(x, y, bit) all_tiles(x, y).each do |tile_id| flag = tileset.flags[tile_id] if flag & 0x10 != 0 # [☆]: No effect on passage next if flag & bit == 0 # [○] : Passable but star return false if flag & bit == bit # [×] : Impassable else return true if flag & bit == 0 # [○] : Passable return false if flag & bit == bit # [×] : Impassable end end return false # Impassable endendI noticed you basically have the same snippet with a few minor adjustment inside of your script.

Code:
  def def_check_passage(x, y, bit)    all_tiles(x, y).each do |tile_id|      flag = tileset.flags[tile_id]      next if flag & 0x10 != 0            # [☆]: No effect on passage      return true  if flag & bit == 0     # [○] : Passable      return false if flag & bit == bit   # [×] : Impassable    end    return false                          # Impassable  end    def def_passable?(x, y, d)    def_check_passage(x, y, (1 << (d / 2 - 1)) & 0x0f)  end
 

Stridah

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Hey shaz, 

I am curious if anyone else has encountered this problem, so today i put some new maps in the game, and when i open up the passability script, it seems it has saved and is re-using passability for one of my other maps or something because the map already has certain tiles marked as passable and some marked as not.  Now originally when i placed one of my parallax tiles, the passability in game would not change unless i used the script, i deleted the runtime script and this seemed to fix that, however after re installing the runtime i am still having the weird passability settings from previous maps when i use the script, but setting passage with the script no longer works...

advice?

*edit* it is definately the runtime script causing problems, when installed it makes me use previous maps passability, when deleted the tiles work fine (however i want the script to work makes it so much easier with adding or removing arrows!!).
 
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