Game Development Reference
In-Depth Information
System tab of the Database. Each one of them can be used to navigate different types of terrains. In order of freedom of
movement, they are as follows:
Boat : To be honest, the default graphic is more of a canoe. In any case, the boat can cross
shallow water (Pond and Sea in the Field tileset).
Ship : A full-fledged vessel, such as in all of those pirate movies! The ship can cross shallow
water and deep water.
Airship : The default airship is more of a blimp or dirigible. The airship can travel over any
terrain but can only land on solid ground. Additionally, an airship can fly over events. Airships
are on a higher layer than even Above Characters events, so you'll want to use Parallel Process
events for events involving them.
If you want to experiment with tweaking the passability of boats and ships, the relevant vehicle logic is handled in
the Game_Map class. Figure 15-6 is a screenshot showing a test map that I created for the purpose of displaying each of
RMVXA's vehicles.
Figure 15-6. A screenshot of the test map I created to show off the three vehicles. From left to right, the different terrain
tiles are Grass, Pond, Sea, Deep Sea
You can set the starting position of a vehicle much as you can the player characters themselves. In addition, you
can move a vehicle from one location to another instantly, by using the Set Vehicle Location event command. This is
useful when you have the plot move the player from one part of the world to another instantly. It would only make
sense that his/her ship would be docked at the new town and not stranded at the previous port (assuming, of course,
that your player took the ship to the new port in the first place). The other vehicle-related event command is Get
On/Off Vehicle , which does as the name implies.
 
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