RPG Maker VX Ace

RPG Maker VX Ace

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Player cannot pass "through" an event tile.
Sorry, this seems like something that should be obvious, but after two days I can't for the life of me find the solution.

Here is the situation:

The player encounters a hole in the floor that they cannot pass until they find a ladder to lay down over it. I have the event set so that when the ladder is in the inventory, it appears on the floor after pressing the action button.

Trouble is, the player can't pass through the ladder to get to the other side. I have the event set to "Through" "Below Character" and "Autorun". I've tried a number of different things, but the player simply bumps into it as if it were a wall. I've even tried making the player "through" with a move route, but of course that allows passage on all the surrounding tiles as well.

In case it matters, the ladder itself is also set to "passable" in the tilesets. The event itself is a picture of a ladder, but the tile below it is a hole in the floor, which is an impassable tile. I'm assuming that's the problem, but the event is "through" which I thought would allow passage? I'm not sure how to proceed.
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Showing 1-10 of 10 comments
Kio Kurashi Feb 4, 2015 @ 9:18pm 
I would suggest making an edit to the tileset to add a second hole that will be passable.

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.
magickitsune Feb 4, 2015 @ 9:45pm 
Originally posted by Kurashi:
I would suggest making an edit to the tileset to add a second hole that will be passable.

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~
Pujii Feb 4, 2015 @ 9:52pm 
If that's the only time you're using that hole tile in the entire area, then another simple way would be to make that tile passable in the tileset and have the event be impassable by default (same as character, through off). Then when it changes to the ladder you can turn the through on and it will all be like a normal tile.
magickitsune Feb 4, 2015 @ 10:42pm 
Originally posted by Pujii:
If that's the only time you're using that hole tile in the entire area, then another simple way would be to make that tile passable in the tileset and have the event be impassable by default (same as character, through off). Then when it changes to the ladder you can turn the through on and it will all be like a normal tile.

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!
Hajami Feb 5, 2015 @ 5:07am 
Picture of your Event Pages, not sure what you did wrong, could be starter mistake or just a wrong setting.
Pujii Feb 5, 2015 @ 6:29pm 
Originally posted by magickitsune:
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.
magickitsune Feb 6, 2015 @ 1:09am 
Sorry it took so long, but here are some screenshots:

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.
polocatfan Apr 10, 2015 @ 9:31am 
I'm not sure if this was mentioned but Through only works if you are using Move Routes.
Hajami Apr 10, 2015 @ 10:12am 
Make sure your ladder Event is on below Charakter, than it uses the pasability setting you choosed in database ---tilesets---passability for that Ladder tile.

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.
Last edited by Hajami; Apr 10, 2015 @ 3:21pm
AceHangman Apr 10, 2015 @ 10:59pm 
Depending on the hole/obstacle, you can just have no actual tileset hole there at all. Use an event and just give it that tileset graphic. This should work unless it's an A-style tileset (the ones that merge and shift depending on the tiles next to them) but even then there's a work-around at the bottom.

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.
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Date Posted: Feb 4, 2015 @ 9:13pm
Posts: 10