They're built into RMXP, but I have no clue what they do. I suppose scripters can use them to specify what affects certain tiles, but what can you do with them using events, or just having the different numbers set?
Specifically, I'm looking for a way to automatically have stairs slow down the player (and possibly even cancel out dash), like in Secret of Mana. Another possible application would be to slow the player down for marshland tiles. Also, it would be cool if you can attach a SE to certain tiles. Like a squicky sound with the marshland tiles example.
You know... you *walk walk walk* and hear *squish squish squish*
Any help is appreciated, and thanks in advance for anyone's help! ;D
You can actually do that with common events. And yes, the terrain tags are supposed to make stuff like that possible without using scripts.
how do eventers use terran tags?
You can store a player's or another event's terrain tag into a variable and check the value of this variable in a conditional branch. To set a vairable to a terrain tag you have the option "Character" and then change the "Map X" in the right dropdown box simply to "Terrain tag".
what would we be able to do then?
Slippy floors for instance. Or terrain that slows you down. You can also make a custom encounter system that will launch battles against different enemies on different terrain tags. This would be useful for world maps for example.
Quotehear *squish squish squish*
Reminds me of pokemon a lot.
Here is an example usage of Terrain Tags. It is a custom encounter system. (Like Blizz said ^^)
http://zeriab.plesk3.freepgs.com/index.php?dir=events/&file=EncounterEventStuff.rar
I believe I also used terrain tags for my Boulder Pushing experiment:
http://zeriab.plesk3.freepgs.com/index.php?dir=events/&file=Boulder%20Pushing%20Example.rar
Thanks Zeriab! The custom encounter system will really come in handy. :P
I didn't really understand either of those demos...