RPG Maker MZ

RPG Maker MZ

How to make an invisible wall?
I wanted to close off an pretty big area, but whatever I do needs to be invisible.... I couldn't think of anything other than crlt+c and crlt+v some "priority above players" squares.
Does anybody know a better way?
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Liam Oct 11, 2021 @ 10:31am 
An easier way that doesn't involve mass events could be using the tileset itself. Where you can single out a blank tile (or create one on the sheet if the tileset you're using doesn't have any) and then set it to impassable. You might want to set it to a coloured block at first, though, just so you can see what you're doing with the tiles before editing them to be invisible. This is quite a 'hacky' way of doing it though that can result in accidental invisible tiles being placed around without realising it.

If you're happy to use plugins, there's a more elegant solution with Visustella's core set of plugins, that allow you to paint barriers with the region tile feature, and mark them as impassable.

http://www.yanfly.moe/wiki/Events_and_Movement_Core_VisuStella_MZ#Region_Rulings
JohnDoeNews Oct 11, 2021 @ 12:07pm 
Originally posted by Player:
I wanted to close off an pretty big area, but whatever I do needs to be invisible.... I couldn't think of anything other than crlt+c and crlt+v some "priority above players" squares.
Does anybody know a better way?
That isn't even a bad way... Liams idea is great as well, but there is 1 slight annoyance with that method... But maybe that is just different per dev.

When you use the tileset for this, the invisible wall is also invisible for you as a dev. I personally can't stand that, but that is because I often copy/paste tiles from the map (Like right-click and then shift+click). Then I can't see if I accidentally copied over an invisible wall, when I want to copy just floor.

If you don't use copy/paste a lot, then the tileset would be the perfect solution, otherwise events like you did.

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In addition: When you use events, instead of using events with "same as character" level, you can use events with a "below character" level. Then set the trigger to "Player touch."

Now you can show a little message that the player can't go there. Then give the player a moveroute:
- Turn 180 degrees
- 1 step forward

Now, as soon as the player steps on this tile, they see the message, then they turn around and then go back the way they came from.

This is handy if you want to let your player know why they can't pass. (Like if they need to complete the scene first, you can let the playing character say: "Wait, I am not done here." or "I should talk to the princess first..." or something like that.)

That gives just a little more flair than just an invisible wall. But then again, that all depends on what the wall is used for.
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Date Posted: Oct 11, 2021 @ 8:31am
Posts: 2