Chaos Project

RPG Maker => RPG Maker Scripts => Script Troubleshooting => Topic started by: ShadowPierce on September 04, 2011, 07:51:38 am

Title: Blizz-ABS minimap help :3
Post by: ShadowPierce on September 04, 2011, 07:51:38 am
->I'm having a bit of problem with the passability detection of Blizz-ABS's minimap  :^_^':
Spoiler: ShowHide
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash4/314304_281347521878964_100000111567727_1243902_2603613_n.jpg)


The minimap looks kinda ugly, so I just want to block out those passable cells at the top, after the counter... I've tried using an impassable & invisible dummy tile but there are parts that can't have it... Help? Thanks in advance!  :haha:

Title: Re: Blizz-ABS minimap help :3
Post by: G_G on September 04, 2011, 09:30:10 am
Make those tiles impassable.
Title: Re: Blizz-ABS minimap help :3
Post by: ShadowPierce on September 04, 2011, 10:44:29 am
->@GG: The thing is, I'm using the tileset it uses for other maps... Never mind, I think I just got the solution... I'll make a new tileset with the same graphic with different passabilities... :P

@Janrae: I have no idea what that's supposed to be... Should I still try that out, or just proceed with my idea? :/


Title: Re: Blizz-ABS minimap help :3
Post by: G_G on September 04, 2011, 01:08:53 pm
No don't use that script. First of all Blizz-ABS already has a minimap. He's not looking for a new one. It'll most likely clash with Blizz-ABS. He's trying to make tiles impassable on the minimap, he's not looking for a replacement. @Shadow: Yeah thats what I was thinking.
Title: Re: Blizz-ABS minimap help :3
Post by: Blizzard on September 04, 2011, 03:43:50 pm
It's not really a bug so it's not something that can be fixed. It would require to check where you are on the map and then only show the accessible areas. But that will break maps where you can transition from one chunk of passable areas to another without changing the map and this is REALLY unexpected behavior. So you have to make those tiles impassable. Remember to use a blank impassable tile on the 3rd layer with priority 0. That should do the trick. I used that same method myself.