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There is also a force movement type of move route where you turn on the Through for the player, Move the player across, and then turn off the Through. This method actually makes more sense so use it instead.
I'm hoping for a solution that would allow manual movement, but if I can't find it, I think I will go with your suggestion of forcing the movement with a "cutscene". This should work without too much trouble and I already know how to do it.
Thank you once again for your help~
This is an interesting solution, however, I do use more of the tile in the map so that wouldn't work. Still, it might work for someone else. Thank you!
You could still do it, and just put blank events over the other holes to block them.
If needed, you can make a separate copy of the tileset with the hole set to impassable for other areas so you won't have to worry about it again.
http://imgur.com/a/goava
I can definitely just do a cutscene as suggested, but because of the nature of my game, I'm worried that this issue will pop up again later. I may need to do another puzzle that is similar in the future.
If your Eventgrafic is an Tileset Tile it only uses Tilesetpassability when its below char, else it will not do so.
didnt read all , hope this helps.
Edit: On your last picture the event is on autorun, thats not good and will crash the game.
Make the event unpassable (same as player) and look like the tile of the obstacle you wish. When the ladder is placed, have a switch thrown that makes the event Below Player (and Through if you wish.)
As for having the ladder/bridge appear, you can easily have another Event (basically invisible) next to 'hole' event (and set to Through, so it can move into other events' squares). \
When the player places the bridge, have a Move Route move the invisible event over the 'hole' event. Then switch it to the next page which has a graphic of the bridge you want. Setting that one Same as Player and Through should ensure that it appears just above the hole graphic and still let's the player pass over it.
If the hole you have does use A-tile graphics, such as a long chasm, you can always export the A-Tileset out, then Reimport it into the Tileset Folder (with another name.) Then, in Database > Tilesets, place that imported Tileset into one of the free slots for the Category you're using (Field, Exterior, Interior, Dungeon). Those tiles will now show up in a D tab option, whereas before your only had A, B, and C to choose from. Additionally, this D Tileset will now appear as an option for event Graphics > Characters at the bottom of that list now.
You may need to make a variety of the A-Tile in various combinations and save each one (similar to Shift Mapping, something I am not going into) to get a proper fitting look for your new psuedo-A custom tileset (since they won't function and merge automatically like the tiles in the A slot do.)
There are probably a few other methods that may work as well.