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- Nov 9, 2012
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- 262
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- RMMZ
In RPG Maker MV I was using the same tileset with the same exact setup as I'm testing in MZ, but unlike the MV version I can no longer walk on top of my outdoor cliff areas properly.
In MV I was able to move around on top and not walk over the sides at all, which is the way I was expecting it to be this time, but when I set up a testing area, this is what I get instead:

the red lined areas block pathing as you would expect, but I can walk through anything with the blue-ish lines like there is no sides there at all. If i put the passibility to an X in the database then I cannot walk on the areas in question at all :/
Back in MV there was a code snippet used to fix this same issue:
and the code for MZ is also identical besides the updated syntax/commands/whatever it may be called:
I'm wondering if there is a way to do the same check as the edited MV snippet, or how I could go about finding the same effect because copy/pasting in the added section has no effect on the cliffs when testing.
EDIT: I have no idea how/why, but I closed my RPG Maker MZ and reopened it after triple checking my settings in MV and now its working the way I was expecting in MZ without changing anything, so maybe some kind of bug or something
I am completely confused as to what happened.
In MV I was able to move around on top and not walk over the sides at all, which is the way I was expecting it to be this time, but when I set up a testing area, this is what I get instead:

the red lined areas block pathing as you would expect, but I can walk through anything with the blue-ish lines like there is no sides there at all. If i put the passibility to an X in the database then I cannot walk on the areas in question at all :/
Back in MV there was a code snippet used to fix this same issue:
Code:
Game_Map.prototype.checkPassage = function(x, y, bit) {
var flags = this.tilesetFlags();
var tiles = this.allTiles(x, y);
for (var i = 0; i < tiles.length; i++) {
var flag = flags[tiles[i]];
if ((flag & 0x10) !== 0) // [*] No effect on passage
continue;
if ((flags[tiles[i]] >> 12) === 1) // EDIT - Added to make it so you cannot walk off cliff edges.
continue;
if ((flag & bit) === 0) // [o] Passable
return true;
if ((flag & bit) === bit) // [x] Impassable
return false;
}
return false;
};
and the code for MZ is also identical besides the updated syntax/commands/whatever it may be called:
Code:
Game_Map.prototype.checkPassage = function(x, y, bit) {
const flags = this.tilesetFlags();
const tiles = this.allTiles(x, y);
for (const tile of tiles) {
const flag = flags[tile];
if ((flag & 0x10) !== 0) {
// [*] No effect on passage
continue;
}
if ((flag & bit) === 0) {
// [o] Passable
return true;
}
if ((flag & bit) === bit) {
// [x] Impassable
return false;
}
}
return false;
};
I'm wondering if there is a way to do the same check as the edited MV snippet, or how I could go about finding the same effect because copy/pasting in the added section has no effect on the cliffs when testing.
EDIT: I have no idea how/why, but I closed my RPG Maker MZ and reopened it after triple checking my settings in MV and now its working the way I was expecting in MZ without changing anything, so maybe some kind of bug or something
Last edited: