Question on Events!

FateStCloud

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Hey everyone here I am again asking another question;

Okay, so here is the deal, with the help of others and a good portion of the day used up I finally figured out how to have buildings

built on a timer; however said buildings lack..well character! (IE: windows or signs)...

So, my question:

Is there a way to layer event graphics on top of eachother like you can when you are just laying down non-event graphics? or am I doomed with

windowless buildings?
 

Andar

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Of course there is - but that depends on how you made your buildings, so we need a screenshot of your event or a link to the script you're using (there are three different scripts for map changes)
 

Shaz

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How have you done it so far? If you're using events to show building parts, can't you just make a building part with a window to use in the event? Basically, make up the building beforehand the way you want it to appear, and then use the event to show it.


"Building" a map by mapping and "building" a map using events to show images are not the same - you don't have the layers.
 

FateStCloud

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How have you done it so far? If you're using events to show building parts, can't you just make a building part with a window to use in the event? Basically, make up the building beforehand the way you want it to appear, and then use the event to show it.

"Building" a map by mapping and "building" a map using events to show images are not the same - you don't have the layers.
Yeah basically right now I have an event for each part of the building, they all spawn all at once but yeah they are spawning in via events.

If that is the case, how would one map a building? mind you this is the outside of the building not so much the inside, so it spawns on an 'empty lot' in town so to speak

sorry for the noobish questions, just like to ask questions so that things can get done faster :) ......and I am still pretty new at using this
 
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Shaz

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That's a bit messy, not to mention the amount of lag you're going to get.


Have you seen Tsukihime's Tile Swapping script?
 

FateStCloud

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That's a bit messy, not to mention the amount of lag you're going to get.

Have you seen Tsukihime's Tile Swapping script?
I have not, I will have to check it out, thanks for the advice, I think I worked out out :)
 

Andar

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Heretic86

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Did something change in VXA?  Should be able to change a Tileset Graphic as easily as a Move Route Script: @tile_id = 595  or is this not possible in the VX series with all the Autotiling of everything?
 

Andar

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Did something change in VXA?  Should be able to change a Tileset Graphic as easily as a Move Route Script: @tile_id = 595  or is this not possible in the VX series with all the Autotiling of everything?
Map changes will not be saved unless you add a script, all maps are read-only by default. And since each tile has two layers, you need to specify which layer tile you change and a few more things...
 

FateStCloud

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No worries, I got it going, basically just laid out the building, covered it with grass events to hide it, after the timer goes down all the events get erased, seems to save even after going thru a few maps and such so all is well :)
 

Shaz

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Does the job, but not very efficiently ;)
 

Heretic86

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I didnt mean a change to the Map Tiles or $game_map, but the Event using a Tile Graphic.  I dont own VX or Ace so Im merely suggesting that by running @tile_id = 987 at a specific time, like a Switch is on, then Tile Graphics (in Events) can be changed without an extra script on the fly.  I know this can be done on XP, but not certain on the VX series.
 

Andar

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I didnt mean a change to the Map Tiles or $game_map, but the Event using a Tile Graphic.  <snip>


  I know this can be done on XP, but not certain on the VX series.
Changing an event graphic is even easier than that in VX/VXA: you simply use multiple pages with different graphics and switch to the different page whenever you want. No need for script calls like that.
 

Heretic86

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Im just saying it is still possible without pages...

wait 4 frames

@tile_id = 123

wait 4 frames

@tile_id = 124

wait 4 frames

@tile_id = 125

Actually, that would be over 384 since those are all used for XP's top 7 rows of autotiles...
 

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