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Quick explanation: I need to figure out a way to get tileset B's "Counter" flag to overwrite any tile it is placed on, in order to make counters in HF1 work like they should. By default, if a tileset B is set to "Counter", but the tile B is placed on a non-counter A tile, the A tile's settings takes priority.
(It may in fact just be that RPG VX Ace is completely ignoring B-E when checking for counter flags, I haven't checked yet.)
Is there a quick fix I could do to make the counter flag on tileset B-E overwrite whatever A says is the "counter flag state" of a tile for event activation? I can't think of any reason in the default setup why you wouldn't want that behavior, but apparently that's not how the default is working for me. I just need the counter behavior to overwrite, I actually want to preserve the rest of the behaviors such as star tiles and such.
Longer explanation why I would need such a thing:
In the High Fantasy pack 1, the counter top tiles are a bit different. They autotile like normal countertops, but then they have a special bottom shadow tile in tilesheet B to make it appear that they are a table instead of a floating slab of counter.
This B tile is placed on a floor tile from A, to make the illusion that the floor tile is covered by the bottom of the autotiled countertop. The problem is that in the engine, it looks like this:
0 - Shopkeeper NPC event.
1 - Countertop tile on top tile, works like a countertop from vanilla.
2 - Floor tile just below it, with tile from B set to countertop. Works like a normal wall due to B's collisions, but won't behave like a counter because it's either not checking on B's settings, or using A's(the floor) settings over whatever B says to do.
3 - Player, trying to activate shopkeeper, but because of tile in row 2, the game won't see the event.
(Forgive the lack of screenshot, it's so simple I don't feel like marking one up and figuring out where to upload the image just to show it. If you really need one reply and I'll take a screenshot. I know it's a bit confusing from the description above.)
I suppose I could always duplicate the events for the shopkeepers on the offending "not really a counter" tile, but that means the shopkeeper events would be unable to wander the map, for example.
(It may in fact just be that RPG VX Ace is completely ignoring B-E when checking for counter flags, I haven't checked yet.)
Is there a quick fix I could do to make the counter flag on tileset B-E overwrite whatever A says is the "counter flag state" of a tile for event activation? I can't think of any reason in the default setup why you wouldn't want that behavior, but apparently that's not how the default is working for me. I just need the counter behavior to overwrite, I actually want to preserve the rest of the behaviors such as star tiles and such.
Longer explanation why I would need such a thing:
In the High Fantasy pack 1, the counter top tiles are a bit different. They autotile like normal countertops, but then they have a special bottom shadow tile in tilesheet B to make it appear that they are a table instead of a floating slab of counter.
This B tile is placed on a floor tile from A, to make the illusion that the floor tile is covered by the bottom of the autotiled countertop. The problem is that in the engine, it looks like this:
0 - Shopkeeper NPC event.
1 - Countertop tile on top tile, works like a countertop from vanilla.
2 - Floor tile just below it, with tile from B set to countertop. Works like a normal wall due to B's collisions, but won't behave like a counter because it's either not checking on B's settings, or using A's(the floor) settings over whatever B says to do.
3 - Player, trying to activate shopkeeper, but because of tile in row 2, the game won't see the event.
(Forgive the lack of screenshot, it's so simple I don't feel like marking one up and figuring out where to upload the image just to show it. If you really need one reply and I'll take a screenshot. I know it's a bit confusing from the description above.)
I suppose I could always duplicate the events for the shopkeepers on the offending "not really a counter" tile, but that means the shopkeeper events would be unable to wander the map, for example.
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