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shooting system in rmxp

Hello,

is there any way to create a tile that the player cannot pass but other events can?  im working on a shooting system and i want the player to be able to shoot over some objects, but not run over them (such as a table or stream).  i was able to accomplish this in rm2k in the past by letting all of the chipset be passable and creating invisible wall events anywhere that i did not want the hero to go, but i cannot do it quite the same way in rmxp.  perhaps the solution is in custom scripting?

any help would be greatly appreciated.
 
if you're having an event as the bullet or arrow, just check the 'through' box on the bullet.

Problem with this is, the bullet will go through everything, so just set up a parallel process that checks the bullet's position and hits a switch that will make the bullet stop when it hits certain areas (tedious, but if you want a graphic to represent bullet/arrow that's what you'll have to go through)
 
oh boy... thats what i was afraid of.

thanks for your help!

thats what i thought i would have to do back in the day with rm2k, but i happened upon a way around it (blocking the hero with an invisible event where i still want the bullet to pass, and blocking them both at some places by editing the passabiltiy of the map).

does anyone think there might be another way to do this??
 

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