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Rising/Lowering 'tide'

In my game, the player is lead to a lake through a series of events, and must retrieve a staff that is at the bottom of the lake.

http://i521.photobucket.com/albums/w336/Typhius/Lake.jpg[/img]

But, before the player can get to the staff, he/she must find out how to lower the water so he/she can enter the cave at the bottom of the lake that the staff is hidden in.

After taking on a different quest to slay a monster in a cave, you discover that the monster was actually a fire deity, and slaying it causes a drought, which dries up the water in the cave, allowing the player to enter and retrieve the staff. Problem is, I don't know how to go about making the rising/lowering water.

I tried using events and switches, only to find out you can't make an event with an autotile graphic. Any ideas?
 
My suggestion is to make two separate maps of the same area.  So you show the one you got there before you slay the fire deity, and then one for afterwards, when the lake is dried up.  Just copy and paste the map and switch the water autotile for a sandy one.  Then all you have to do is add a conditional fork to all the events that teleport to that map, to check if the deity has already been killed.  :thumb:
 
Yeah, a set of different maps (with the same name) is the way to go. The player won't know the difference. I use something to that effect for my flooded mine water level puzzle. (four 67x67 maps, which was a git to finish, I tell you...)
 

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