sh*t!!! please excuse my language, i just did a big explanation on how i managed it then i tried to put in a screenshot and i dragged it into the text area and it just went to where i had the screenshot.. then when i clicked back, the text was gone. oh well.. i dont know how to attatch files and such.. ok let me start again..
DarkMage31, im sorry to prove you wrong but i figured it out. Anyone is welcome to use this but please give me credit. ok.. *takes a deep breath*
first of all, i got the chipset from your lunar game (hope you dont mind) "Masterset" i think it was.. and i copied the file (so i didnt ruin anything and could always start agin)
then i grabbed the bridge part of the chipset (both of them) and i moved them over to the upper layer editing mode you might have to shave off a few pixels, give or take.. (you will find out why soon) then i went to the empty spot and coloured it in the same colour as the shadow underneath the bridge (purely for effect, and also to seperate the reflection from the water) ok u guys still with me? ok after that i put some pink (seethrough colour, just use the one that everything else uses) tile onto the part of the bridge that showed the water (you know, the shadow bit). after this i went to my map, and placed water everywhere. then i placed the shadow tile where i wanted my bridge. the next step is obviously going into upper layer editing mode and placing down the bridge. ok, we all clear with that? now comes the tricky part ;) dont worry i will coach you through it. first i made a new event that had my character's graphic on it and put it where the start of my bridge was, (where you have just teleported to). have you done that part? good. now make the event ABOVE HERO that is very important!!ok.. phew.. What?? more to go??? *shock* now this gets a bit complicated now.. so please stay with me. create an event which it the same level as hero. now place this event all around your bridge, sort of like a barrier (except for at the place where you enter and exit you bridge, that would be just stupid). ok now we have that? now go into 1st or 2nd layer editing mode, doesnt really matter. and select the "Select Tool" it looks like an arrow pointing to a dotted-lined square. now select your whole map and move it up 1 square (dont place anything important at the top of the map graphic-wise because it will now magically disappear) and fix up the bottom of your map if necesary. sorry this isnt the way i moved the squares it but it is a lot easier to explain and less work involved. ok so now ur map should look a bit wierd, not a problem! it is very necesary! it should look like you can walk on one half of the bridge and part of the water (if your bridge is two squares wide like mine). ok thats most of the work out of the way now. *sigh* ok here we go i set my start party position to this map (for test purposes) then i made an event which changed my graphic to that of the reflection. hey whats goin on here, u may ask? well this is the only way to complete the reflection. and you know that event we did a long time ago with our character on it? you should be putting a caterpillar code on it about now.. use mine if you want, it's at the bottom. i tweaked it a bit to work with this specifically. ok, now we look like our reflection and we have a caterpillar following us.. the next step is to go into the database (if you dont know what that is, then you probly shouldnt try this) and go under the chipset tab (tileset if ur using rm2k3) select your chipset with the bridge and everything. and select the option "passing block" ("passability" if your with rm2k3) go to the bridge graphic and click it until it turns into a star, this means that it is above the hero. then go to your water and shadow graphic and click them until they turn into circles.. also click the grass one into a star and anything that you have put ontop of the grass (because if you dont, they will disappear underneath the grass) and thats about it. *yay* wow it didnt seem this long when i did it.ok what the ****, i will put up the caterpillar script. just because im feeling so good. this will be in rm2k style because i am too tired to translate it. im sure you will know what it means if you have used rm2k before rm2k3. *takes a big breath* <>CYCLE
<>variable ch:[001:HERO FOLLOW X] Set, Hero X pos
<>variable ch:[002:HERO FOLLOW Y] Set, Hero Y pos
<>variable ch:[003:EVENT FOLLOW X] Set, Event X pos
<>variable ch:[004:EVENT FOLLOW Y] Set, Event Y pos
<>variable ch:[004:EVENT FOLLOW Y] +, 1
<>FORK Optn:Varbl[002:HERO FOLLOW Y]-V[004] less than
<>Move event...: this Event, up
<>
:END Case
<>FORK Optn:Varbl[002:HERO FOLLOW Y]-V[004] more than
<>Move event...: this Event, down
<>
:END Case
<>FORK Optn:Varbl[001:HERO FOLLOW X]-V[003] less than
<>Move event...: this Event, Left
<>
:END Case
<>FORK Optn:Varbl[001:HERO FOLLOW X]-V[003] More than
<>Move event...: this Event, Right
<>
:END Case
<>
:END Cycle
<>
Well thats it, please excuse any gaps in rm2k terminology, i have a patch that helps me understand my rm2k better.. it just changes thing like instead of having bigger and smaller and above and below and, it makes them equal to, equal to or less than, less than, etc etc. Sorry if this is too long but i hope i was of some help. and i will try to get the screen up now (i apologise if i double post)