Override what the tiles say about walking on any map cell or part top: Passage on / off, each side, Ladder, Bush, Counter, Damage Floor and Terrain Tag, as in RPG Maker U2U.
Passage Overrides
A tile decides how people move over it: whether it can be walked on, which sides block, whether it is a ladder, a bush, a counter or a damage floor, and its terrain tag. A passage override lets you change any of that on one cell without touching the tileset — a rug drawn with a wall tile that should be walkable, a shop counter you talk across, one fence side that blocks. It is RPG Maker U2U's Passage Override tool, and U2U projects keep theirs when you import them.
Where: Zones → open a map → Floor tab → Passage (the button at the bottom left of the canvas, or press O). Press F4 to show or hide every override on the map.
Set an override#
- Open your map in Zones and pick the Floor tab.
- Press O (or click Passage (O) on the canvas). The Passage tool opens on the canvas and the overrides on the map are shown.
- Pick what a click paints: O / X, 4 dir, L, B, C, D, Tag or Eraser. For 4 dir, pick the side with the arrows; for Tag, pick the tag in the dropdown.
- Click a cell, or drag across cells to paint them all. Under the pointer you see the mark you are about to paint. What the first cell of a drag becomes is what every cell you pass becomes, however fast you drag; clicking again with the same choice takes that part of the override away again (O / X switches between on and off).
- In a Diorama project, in the Diorama view, click the top of a part (a Wall Block, a deck, a floor you built) to put the override on that part's top instead of on the ground under it. A drag that starts on a top paints tops at that level and passes over cells without one.
- For a Ladder, click the wall's face, or the floor at its foot. The ladder is stored on the floor cell in front of the wall and climbs that wall; its L is drawn on the wall's face.
- Save the map. Each click or drag is one undo step.
The overrides#
| Field | On the canvas | What it does in the game |
|---|---|---|
| Passage | O / X | O: anyone can stand here and walk in from every side, whatever the tile says. X: nobody can. The display shows O or X. |
| Passage (4 dir) | 4 dir + ↓ ← → ↑ | Blocks or opens one side of the cell: a click on the picked side switches it. The display shows an arrow for each side the override opens. |
| Ladder | L | The cell is a ladder (the climbing pose and speed, as an RPG Maker ladder tile). Beside a wall or raised ground, it climbs that wall to its top. On open floor with nothing beside it there is nothing to climb. |
| Bush | B | Characters standing here are half hidden, like tall grass. The game tells every client who is in a bush. |
| Counter | C | You can talk across it: someone standing on the far side of a counter cell is in reach of the action button (RPG Maker's shop counter). |
| Damage Floor | D | Hurts whoever stands on it, like a poison swamp tile. |
| Terrain Tag | Tag (0-7) | The cell's terrain tag, which events read with the terrain tag condition. |
| Eraser | Eraser | Takes the whole override off the cell: the tiles decide again. |
The display (F4) writes one short label on each cell that has an override: O or X, arrows for open sides, then L, B, C, D and the tag number, run together, so XB is passage off and a bush. Hover the cell and the readout at the bottom of the map says it in words. A flag an override switches OFF shows in lower case (a "b" is a tile bush the override takes away). ⤒ means nobody can stand on that top, ⤓ means nobody can step down or fall off it (imported from RPG Maker U2U).
Gotchas#
- Overrides win over the tile flags. The game reads the override first, so a cell marked X stays blocked even if you paint a walkable tile on it later. Use the Eraser to give the decision back to the tiles.
- Objects and parts still block. Passage on opens what the tiles closed, and what an object's tile passage closed, but a solid part, a prop or a resource node standing on the cell still blocks it.
- Up and down. RPG Maker U2U passage has six directions. An imported "up" override on a part means nobody stands on its top; a "down" override means no stepping down or falling off that edge. You can see them on the display; the tool paints the other seven fields.
- Ground or top. In the flat view a click always paints the ground cell. Only a click on a part's top in the Diorama view paints that top.
- Importing from RPG Maker U2U. The overrides of every part and of the map come in with the map, on the ground or part top they belong to. Inside a part, "passable on all sides" makes the part walk-through. The import notes count anything that could not be placed.
- AI assistants can set, clear or fill overrides with the passage-override tool (dry run included).
- Hosted games pick up new overrides when the map is published and the server reloads it (an idle managed server rolls on its own).
Feature Flag#
Passage Overrides (World → Features), on by default. Off: the game ignores every stored override and the tiles decide everywhere; the editor still shows and edits them. See Feature Flags.