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Passability Alteration

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Tim.

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Hi there, everyone. After several frustrating hours of messing about with passabilities, priorities, and things of the like, I've noticed that RMXP seems to process the passability of layers in a way that is very unhelpful to my maps.

Say, I have a river autotile. I make it fully impassable. Now, I place a large tree by the river. Because the shadow of the tree is marked as fully passable, the player can walk over the river.

Could somebody edit an RTP Script, (I'd assume Game_Map) so that the first layer's passability overrides that of the second layer? Thanks in advance.
 
I can't help you with the script, but actually what I do in this case is to make a blank tile on the tileset unpassable. Then I fill the tiles I don't want passable with it in the third layer. If the third layer is used, you can do it with events and the blank unpassable tile, too.

I hope this can help you.
Peace.
 

Vent

Member

Go in the event layer, take a background colored tile from the tileset or make a transparent characterset (it has to be transparent) and use it as a block, so the player cannot pass the event. I like to call these blocks.
Scripting isn't really needed to do this.

EDIT: Also, did you set the priority higher than one star for the shadows?
 
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