Map Passage Modding

Galenmereth

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If you activate and make changes to passability on a map, then change the map in the editor afterwords (remove a tree etc), then the old passability remains within the script. You will need to manually modify it or press the key to reset to map defaults to fix it. It's because the script doesn't update the passability until you explicitly tell it to.
 

Shaz

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@FrogMaster, if that how you have the default passages set in the tileset, that SHOULD be how they're loaded by my script. The only time they're NOT is if you've already added that map via my script and saved it (and maybe then gone in and changed the settings in the tileset). I think the hotkey is M to make it forget the custom settings and reload what's in the tileset.


@Stridah, if you have set passages for a map and then delete the map, the next map you create will have the same map id. So it will load the old passage settings for the new map. If you think that could be the case (if you've set map passages and have since deleted maps and added new maps), just go to the map with the "setup" script and press M to revert to the original map settings.


And make sure you save it again afterwards :)
 

Stridah

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awesome shaz! Yes i re organized my game so copy pasted maps then deleted the out of position ones! 
 

Shaz

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Excellent! That explains it. So you just need to go to those maps with the editing script in there and make it reset the passage settings to "default" :)
 

Stridah

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Worked like a charm, thanks for being so speedy with the assist Shaz! 
 

nightdragon

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Hi

Im having trouble with your passage modding script. I turn on the console. Went into passage modding mode. Made my changes. Hit Save while in pasage mode. But it doesnt do overide anything. Was trying to use this with parallax maps. Am i missing something?  
 

Shaz

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By "Hit Save" do you mean you went to the regular menu and chose the Save option, or you pressed the S button to save it? Did you then press P to switch OUT of modding mode before testing it? There is logic in the 'setup' script to allow you to move through anything while in 'modding' mode - that's how you can reach the whole map to set up all the flags.
 

nightdragon

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Thanks for responding. I was pressing the S button while in modding mode. Then I pressed P. I think is conflicts with Khas Sapphire Action script, http://forums.rpgmakerweb.com/index.php?/topic/4918-sapphire-action-system-iv/  because I just made a new game with no scripts and it works. i don't know anything about writing scripts so I can't change anything.     

I think it conflicts with this part of the script but I dont know how to use it properly.

# character.px

# This command returns the pixel coordinate X (4 px = 1 tile)

#

# character.py

# This command returns the pixel coordinate Y (4 py = 1 tile)

#

# character.pixel_passable?(px,py,d)

# This command checks the pixel passability from (px, py) to the direction d.



# 4. Map Commands

# You can call a special command to update the passability of the current

# map. You MUST run this command if the option "Auto_Refresh_Tile_Events"

# is set to false.

#

# "But when do I need to use this command?"

# Well, if you change a event graphic to a tileset graphic, or if you remove

# this event graphic, then your map need to be updated!

#

# $game_map.refresh_table(start_x,start_y,end_x,end_y)

#

# Where:

# start_x => Initial X

# start_y => Initial Y

# end_x => End X

# end_y => End Y
 

Shaz

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Yep, that'd be it.


From the first post:

Compatibility


This script may have issues with other scripts that:


- modify the Game_Map.check_passage method


- modify player movement and collision


- modify the map during runtime (such as tile swapping scripts)
I have no plans to modify this script to make it compatible with other scripts that fall into these categories. Sorry. If you can find someone who's willing to modify one or the other, go for it. Otherwise you may have to resort to the "old" method of setting up passability for parallaxing (ie - creating tiles in your tileset with each passability combination and using those)
 

nightdragon

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No problem. I think of something else.
 

Shaz

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Just use the old method of setting passability for parallax maps.


Select a B-E tab with some empty tiles available and designate them with every possible combination of passage settings (you should have about 16 altogether). Make a "development only" tilesheet that has arrows on the tiles indicating where you can go, and in the tileset, set the passages to be the same on each tile. Then use the tiles to draw over your map. When you're happy with it, replace the tilesheet image containing arrows with a completely blank one. The passage settings will remain, but the arrows won't. Hold onto the sheet with arrows though, in case you need to do some debugging, or use it on other maps.
 

Kes

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I was just wondering if you would ever consider adding the ability to mod 'star' passability settings to this script?
 

nightdragon

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Just use the old method of setting passability for parallax maps.

Select a B-E tab with some empty tiles available and designate them with every possible combination of passage settings (you should have about 16 altogether). Make a "development only" tilesheet that has arrows on the tiles indicating where you can go, and in the tileset, set the passages to be the same on each tile. Then use the tiles to draw over your map. When you're happy with it, replace the tilesheet image containing arrows with a completely blank one. The passage settings will remain, but the arrows won't. Hold onto the sheet with arrows though, in case you need to do some debugging, or use it on other maps.
I've never parallaxed before so I think I need to see some pictures or something of what you mean. 
 

Shaz

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ksjp17, can you elaborate? You can already do that in the tileset editor, and this script should not change that.


Nightdragon, just do a bit of a search for parallax tutorials. There are a few that have the steps, along with diagrams. This might be a good start, though it doesn't go into much detail.
 
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Stridah

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Any chance of MV version?
 

Shaz

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I do hope to make an MV version but it could be a couple of months away yet
 

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