Entering An Airship While Flying - Eventing Tutorials For RPG Maker MV and MZ

Preserving these tutorials I made originally for the RPG Maker Web forums.

From the MV tutorial:

So building on Driftwood Gaming’s Airship Entry tutorial video, I did some testing to overcome beyond entering the airship only over walkable terrain. For point of reference, I’m currently using MV v1.62 and a ton of plugins that may/may not have made things more difficult.

When I tried to do things directly with two events, the test play ended up in error screen or not being to fade back in after fading out.

I fiddled around until I found a roundabout method that works, chopping up the process into separate events. This method might not be necessary for everyone but if everything else is failing, one could at least try it like I did.

First start off with 3 maps - world map, transition map, and airship interior.

World Map has Event 1
Transition Map has Event 2
Airship Interior has Events 3 and 4

Event 1:

[Conditional Branch]
–If: Airship is driven
----If: Button [Shift] is pressed down
------Fadeout Screen
------Control Variables: [named Airship Map ID] = Map ID
------Control Variables: [named Airship X] = Map X of Player
------Control Variables: [named Airship Y] = Map Y of Player
------Control Switches: [named Airship Interior] = ON
------Control Switches: [named Airship Transition] = ON
------Transfer Player: Transition Map (I set Fade to None just in case)

Event 2:
<SWITCH: Airship Transition>

[Conditional Branch]
–If: Airship is driven
----Get on/off Vehicle
----Wait: 60 frames
----Transfer Player: Airship Interior

Event 3
<SWITCH: Airship Interior>

Fadein Screen

Event 4

Control Switches: [named Airship Interior] = OFF
Control Switches: [named Airship Transition] = OFF
Fadeout Screen
Transfer Player: Transition Map
Get on/off Vehicle
Wait: 60 frames
Transfer Player: {Airship Map ID} ({Airship X}, {Airship Y})
Fadein Screen





From the MZ tutorial:

A while back, I had posted a walkaround MV method for making it possible to “enter” one’s airship (interior of airship) while flying, similar to how one can in Final Fantasy 6.

When testing the same method for MZ, I had to make some changes.

Here is the MZ method (working currently in v1.9.1)

First start off with 3 maps - world map, transition map, and airship interior.

World Map has Event 1
Transition Map has Event 2 and 3
Airship Interior has Events 4 and 5

Event 1

[Conditional Branch]
–If: Airship is driven
----If: Button [Shift] is pressed down
------Fadeout Screen
------Control Variables: [named Airship Map ID] = Map ID
------Control Variables: [named Airship X] = Map X of Player
------Control Variables: [named Airship Y] = Map Y of Player
------Control Switches: [named Airship Interior] = ON
------Control Switches: [named Airship Transition] = ON
------Transfer Player: Transition Map (I set Fade to None just in case)

Event 2:

[Conditional Branch]
–If: Airship Interior is OFF
—If: Airship Transition is OFF
----Wait: 90 frames
----Transfer Player: {Airship Map ID}({Airship X}, {Airship Y}) (Fade: None)
----Fadein Screen

Event 3:

[Conditional Branch]
–If: Airship is being driven
—Get on/off Vehicle
—Wait: 60 frames
----Transfer Player: Airship Interior (X, Y) (Direction: Up/Down, Fade: None)

Event 4:

(side panel) Conditions: [Switch: Airship Interior]

--Fadein Screen

Event 5 (for exiting the airship):

--Control Switches: [named Airship Interior] = OFF
–Control Switches: [named Airship Transition] = OFF
–Fadeout Screen
–Transfer Player: {Airship Map ID}({Airship X}, {Airship Y}) (Direction: Up, Fade: None)
–Set Vehicle Location: Airship {Airship Map ID}({Airship X}, {Airship Y})
–Get on/off Vehicle
–Wait: 60 frames
–Fadein Screen

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