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RMRK RPG Maker Creation => VX Ace => Topic started by: Gaming Princess Luna on July 25, 2013, 04:53:06 PM

Title: [RMVXA] Walking thru walls
Post by: Gaming Princess Luna on July 25, 2013, 04:53:06 PM
I don't know why, but for some reason I can walk thru walls, if I use costume tilesets.  :o
I checked, if everything that is non-passable has an "x" and yes they have.
So I don't know, why I can walk thru walls.  ???
Title: Re: [RMVXA] Walking thru walls
Post by: yuyu! on July 25, 2013, 05:10:46 PM
Hmmm... I can't imagine why that would be happening. Are you using VXAce? If so, why not check out the passage options, just to be safe? (Though I don't think its that, necessarily). I'll attach a picture of them. :P
Title: Re: [RMVXA] Walking thru walls
Post by: Gaming Princess Luna on July 25, 2013, 05:39:29 PM
Hmmm... I can't imagine why that would be happening. Are you using VXAce? If so, why not check out the passage options, just to be safe? (Though I don't think its that, necessarily). I'll attach a picture of them. :P
Yes, there are important, that I know. If it's an "x" it means non-passable and a "o" means you can walk on and a "*" the player disapear behind it.
But for some reason it don't work for autotulesets. In the spoiler are the scripts I'm using:
Spoiler for:
Ace Core Engine v1.09 - Yanfly
Adjust Limits v1.00 - Yanfly
Class System v1.10 - Yanfly
Class Unlock Level v1.00 - Yanfly
Party System v1.08 - Yanfly
Ace Battle Engine v1.22 - Yanfly
Enemy HP Bars v1.10 - Yanfly
Visual Battlers v1.01 - Yanfly
Victory Aftermath v1.03 - Yanfly
JP Manager v1.00 - Yanfly
Learn Skill Engine v1.00 - Yanfly
Active Battle Advantage v1.00 - Yanfly
Region Battlebacks v1.00 - Yanfly
Ace Status Menu v1.02 - Yanfly
Title Screen Window Options - Zerbu
Weather EX v1.6 - MOG
Simple Anti Lag V1.0 - MOG
I managed it with a small trick to run it, that passing thru walls is impossible, but that takes much more time.
Thanks for the fast help.
Title: Re: [RMVXA] Walking thru walls
Post by: yuyu! on July 25, 2013, 06:09:07 PM
I was actually referring to the other stuff, like the Passage (4 dir) and the Ladder setting option. :P The first one is unlikely, unless the auto tiles are a part of tileset A5, B, C, D, or E. But those aren't autotiles, so it's not really a possibility. I just stated it, just in case.

It doesn't look like any of the scripts would affect it (at first glance), but I'm no expert in that field.

Or...is it possible that you have an event where you set the player to have "Through ON", and maybe forgot to turn "Through" off again?
Title: Re: [RMVXA] Walking thru walls
Post by: Gaming Princess Luna on July 25, 2013, 06:12:36 PM
It doesn't look like any of the scripts would affect it (at first glance), but I'm no expert in that field.
No Problem, I used an empty field to block the walking thru walls. ;D
I really don't know why it happens. The "Passage (4dir)" is locked for autotiles, so it couldn't be that. ;)
So I do it with this trick, till I getted what is wrong. ;)
Thanks again for fast answering. :D
Title: Re: [RMVXA] Walking thru walls
Post by: tSwitch on July 25, 2013, 07:28:57 PM
Make sure the character was never set to Through or Passable ( or whatever it is called ) during a moveroute.
Title: Re: [RMVXA] Walking thru walls
Post by: Gaming Princess Luna on July 25, 2013, 07:36:33 PM
Make sure the character was never set to Through or Passable ( or whatever it is called ) during a moveroute.
It's by normal moving, not with script move command. But they are all as non-passable set.
There is a picture maybe it makes it more clear. ;)
The standard tilesets are all full functional, only the two costume tilesets wouldn't work correct.
But thank you. :)
Title: Re: [RMVXA] Walking thru walls
Post by: modern algebra on July 28, 2013, 03:01:22 PM
Well, in your Tile B, the very first tile should be blank. Make sure it's passability is set to * too.

(https://rmrk.net/index.php?action=dlattach;topic=48071.0;attach=28456)
(Important parts circled in red)
Title: Re: [RMVXA] Walking thru walls
Post by: Gaming Princess Luna on July 28, 2013, 03:08:42 PM
Well, in your Tile B, the very first tile should be blank. Make sure it's passability is set to * too.
Thank you, that I didn't tried and known. ;)
I will try it on the next map and say if it works. ;)
I allready found out that the first tile didn't show up on the map, so I leaved it allready blank, but I never tried it with the "*", thanks. :3