Problem with over/under tiles event

dex_1010

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I'm building a large map 200x200 with lots of different elevations and bridges which will be walked on and under.
I do NOT want criticisms for using large maps, I consider myself a decent mapper and my maps are extremely detailed and well planned out.

I've done this so far by:
> Variable (Player Elevation) that changes up or down when the player moves over steps on the map.
> Variable controls Elevation switches (if Elevation Variable = 1, then Elevation Switch #1 on, all other elevation switches off). This is done via a parallel process common event.
> On the editor, each under/over tile is a 2 page event (if elevation = players elevation then event appears under character, if elevation doesn't = players elevation, event appears above player)
> Barrier tiles created next to these events which change from under player to same as player to prevent walking through and onto cliffs.
> Graphics do not change, just passability and priority.

Now for clarity, this DOES work. However it is VERY event heavy takes up 99% of available on map events.
Is there any way to use common events or scripts to do the same and make it less laggy?

I don't particularly want to separate into smaller maps, however am willing if there is no other way as a last resort
 

Aerosys

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Some thought running in my head right now:

- instead of using events for everything, could it be possible to just swap the current tileset? In on tileset, bridges are lower layer, and in another tileset bridges are upper layer. Not sure if it fits for you, it is just a small idea
- instead of having lot of events for elevation, you can draw with region Ids, just at the stairs. With parallel processes, you can check if the player runs over a region tile, and if so, set the elevation level accordingly
 

Roninator2

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takes up 99% of available on map events.
Why is mapping taking up so many spaces?
You should have the base map done then add in the events to block and events to elevation. This should only take 2% of the map
Then transfer player, npc events, treasure chests. Maybe another 2%.
If you have events to block every possible spot, then your mapping is wrong. If I go up a ladder, my elevation goes up. While on the cliff I can't move down from the cliff unless there is a ladder or something like a shrub that overwrites passability. So I would only need blocking events for those spots. Alternatively you can use a script to block access, but it would not be perfect. Neon Black terrain tags might be helpful.

Now all of this would be a little different if you are doing parallax mapping. But still follow the same process.
 

dex_1010

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Why is mapping taking up so many spaces?
You should have the base map done then add in the events to block and events to elevation. This should only take 2% of the map
Then transfer player, npc events, treasure chests. Maybe another 2%.
If you have events to block every possible spot, then your mapping is wrong. If I go up a ladder, my elevation goes up. While on the cliff I can't move down from the cliff unless there is a ladder or something like a shrub that overwrites passability. So I would only need blocking events for those spots. Alternatively you can use a script to block access, but it would not be perfect. Neon Black terrain tags might be helpful.

Now all of this would be a little different if you are doing parallax mapping. But still follow the same process.
Thanks for the reply.

I am parallax mapping. It's not taking up the space, it was because of the 999 event limit on maps. By the time i was about 3/4 through controlling the over under accessibility, i had used up all of the events. Its also not just passability, it was the priority as well.

I have found a script that I'm trialing now (Hime's Tile Swap). Ive tested it on smaller maps and it works just fine, I'm in the process of setting it up on the large map to see how well it works.
 

Kes

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By the time i was about 3/4 through controlling the over under accessibility, i had used up all of the events.
And there is your mistake. You never use events to set passabilities on a parallax map. Instead, have a tile sheet with no graphics, but one tile marked with O and one with X, and one with a star, just in case. Set them in the tilesets tab of the editor. Then you paint those onto your map as appropriate.

I'll have a hunt and see if I can find the one I used.

EDIT
Here you are. As you can see, I put a text description for myself, marking which tile had which setting.
 

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dex_1010

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Some thought running in my head right now:

- instead of using events for everything, could it be possible to just swap the current tileset? In on tileset, bridges are lower layer, and in another tileset bridges are upper layer. Not sure if it fits for you, it is just a small idea
- instead of having lot of events for elevation, you can draw with region Ids, just at the stairs. With parallel processes, you can check if the player runs over a region tile, and if so, set the elevation level accordingly
There's not actually that many steps, it's a single path with one or two alternate routes, so this wouldn't really get rid of that many events. It's more to do with the events on the actual under/over tiles themselves.

As for swapping tilesets, there are 13 different elevations on this particular map and the lower i go, the more layers i would need on top so this just doesn't seem feasible to me.
 

dex_1010

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And there is your mistake. You never use events to set passabilities on a parallax map. Instead, have a tile sheet with no graphics, but one tile marked with O and one with X. Then you paint those onto your map as appropriate.

I'll have a hunt and see if I can find the one I used.
I have my own accessibility tiles with Xs, Os and direction restrictions.

That doesn't help with tiles that change priority or accessibility depending on player elevation.

That method works just fine on flat maps with very little variation and thats the method i normally use for meadows, forests and simple caves etc, but complex maps with multiple elevations accessible from multiple directions NEED to change priority.
 

bgillisp

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You're using ACE right? Look up Shaz Region Common Event Script. What that does is it lets you call a common event any time you step on a region and you can then use the region ID to mark where to change things.

Also since this will probably take a script I'll move this to script requests.
 

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