You don't have to set every Entity by script, but you can. It is also possible to prepare levels with WED. A compiled WMB File does not really need a script file or a main function.
Just change the Map inside a function.

Use "level_load"...
Code:
level_load("yourmap.wmb");


...to change the map.

Something like a onTouchEvent (Just I call it like that wink )
Keyword here is " Event_Push".

It should look like this...
Code:
function level_Change() { 
	
	while(1){ 
	
		if(event_type == EVENT_PUSH){
			level_load("YourMap.wmb");
			wait_for(level_load);
			return;
		}	
		
		wait(1);
	}
}
action touch_Entity() { 
	my.emask = ENABLE_PUSH;
	my.group = 2;
	
	while(1){
		wait(1);
		my.event = level_Change; 
	}
}



Your Player must walk through the touch_Entity, which could be a Wall or something (do not Forget to activate the "INVISIBLE" flag in WED).

You Need to Change your movement code too.

Code:
Action Player(){
...
my.group = 2;
my.emask = ENABLE_PUSH;
...
}



And you Need to activate the right collision mode flag "IGNORE_PUSH".

Code:
Action Player(){
...
	c_move(my, nullvector, my.move_x, USE_BOX | IGNORE_PASSABLE | GLIDE | IGNORE_PUSH);...
}



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