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[Eventing Question] Changing tiles after an event

  • 5
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    3
    Years
    • Seen Dec 29, 2021
    Looking to change my trees to burnt trees after an event. Trying not to over complicate it.
    But for instance, you have a forest that's nice and green, an event happens, and the trees appear burnt after a fade in and out.
    I have the tile set that has both green and burnt trees...just trying to figure out how to change the tiles.
     
    As an update, I would transfer to a copy of the map, but that would make my map connections complicated. My idea, is the Johto series. It is watching the lightning hit the bell tower and you witness it burning down and the resurrection of the 3 pokemon that died in the fire. So you go to Ecruteak city, all is well, until an event happens and the bell tower gets hit with lightning and burns the forest. Screen fades out and back in to see the forest and tower has been scorched.
     
    Looking to change my trees to burnt trees after an event. Trying not to over complicate it.
    But for instance, you have a forest that's nice and green, an event happens, and the trees appear burnt after a fade in and out.
    I have the tile set that has both green and burnt trees...just trying to figure out how to change the tiles.

    Hi,
    I've been there too, so I'll give you my decision process, because there are two solutions. Both have a certain level of tediousness ^^"

    Solution 1. If the burnt trees are on all the map, or a big portion of it, you will need to make a new map with the burnt tree tiles, and use a conditional branch for each access to the map. It's not "that" tedious.

    Solution 2. If the burnt trees are on a limited part of the map, you can put an event on each of the trees (for now they are normal), leave the first page blank, then add a new page on each event, set the condition switch (top left part of the page) to the switch after which the trees should be burnt, set the graphic to the corresponding burnt tree tile. (I don't know if that's clear). The more burnt trees, the more tedious.

    Actually there is another solution.

    Solution 3. Apply Solution 2 to the case when you have burnt trees all over the map.

    I wouldn't do this because, in RPG Maker, you won't get a clear vision of what your map looks like (for example if you want to modify the map after a few months) unless you run the game. So unless you have an abstract vision of what you're doing on the map, maybe avoid solution 3.
     
    Hi,
    I've been there too, so I'll give you my decision process, because there are two solutions. Both have a certain level of tediousness ^^"

    Solution 1. If the burnt trees are on all the map, or a big portion of it, you will need to make a new map with the burnt tree tiles, and use a conditional branch for each access to the map. It's not "that" tedious.

    Solution 2. If the burnt trees are on a limited part of the map, you can put an event on each of the trees (for now they are normal), leave the first page blank, then add a new page on each event, set the condition switch (top left part of the page) to the switch after which the trees should be burnt, set the graphic to the corresponding burnt tree tile. (I don't know if that's clear). The more burnt trees, the more tedious.

    Actually there is another solution.

    Solution 3. Apply Solution 2 to the case when you have burnt trees all over the map.

    I wouldn't do this because, in RPG Maker, you won't get a clear vision of what your map looks like (for example if you want to modify the map after a few months) unless you run the game. So unless you have an abstract vision of what you're doing on the map, maybe avoid solution 3.

    I like solution 1. Mainly because the trees take up about 1/4 of the map. Thanks so much! However, once the player gets fly, How then would I make it to where they can't go back to the old map? Is that part of the data in Fly?
     
    I like solution 1. Mainly because the trees take up about 1/4 of the map. Thanks so much! However, once the player gets fly, How then would I make it to where they can't go back to the old map? Is that part of the data in Fly?

    Does the player get fly before or after the fire?
    If it's before, I think the easiest way would be to set a condition in the function pbMapScene so that, if the player chooses this location, the function changes the map to the map with burnt trees.
    If after, then no problem, you will need to define the region map by linking the correct game map (the one with burnt trees).
     
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