def terrain_tag(x, y, countBridge=false)
if @map_id != 0
for i in [2, 1, 0]
tile_id = data[x, y, i]
next if tile_id && PBTerrain.isBridge?(@terrain_tags[tile_id]) &&
$PokemonGlobal && $PokemonGlobal.bridge==0 && !countBridge
if tile_id == nil
return 0
elsif @terrain_tags[tile_id] && @terrain_tags[tile_id] > 0 &&
@terrain_tags[tile_id]!=PBTerrain::Neutral
return @terrain_tags[tile_id]
end
end
end
return 0
end
I remember reading that if the terrain tag is Neutral, it will overwrite the property of the water.
Did looking, found it in Game_Map, def def terrain_tag
Checks terrain tiles in reverse, so layer 3, then 2, then 1. If not Neutral, use special effect if applicable. Set bridge tiles to 13, which is neutral, and has no special effects.Code:def terrain_tag(x, y, countBridge=false) if @map_id != 0 for i in [2, 1, 0] tile_id = data[x, y, i] next if tile_id && PBTerrain.isBridge?(@terrain_tags[tile_id]) && $PokemonGlobal && $PokemonGlobal.bridge==0 && !countBridge if tile_id == nil return 0 elsif @terrain_tags[tile_id] && @terrain_tags[tile_id] > 0 && @terrain_tags[tile_id]!=PBTerrain::Neutral return @terrain_tags[tile_id] end end end return 0 end
I am so freaking tired. Am I even making sense?
It's because there's water on a lower tile layer.
A simple fix would be to have that be a solid bridge, and have solid ground on the bottom layer. However, I think this is an issue that only happens in when playtesting through RMXP. You should try playing it through the orange gear icon in the folder and see if the issue is still there.
My terrain tags only go up to 7. My water tiles are 7 and the bridge thing is 0. So i have to reverse that or what? Make water 0 and the bridge 7?
Rpgmaker itself limits you to 7 terrain tags yeah. However if you edit the terrain tag using either the in-game debug editor, or the external editor, you can set them to any number from 0-99.