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also useful you can create area of effect events with this method.
my current project uses this to create location based sounds and requires just one event as a community we turn to scripts too soon and it denies us the awareness of what the rtp can do.
im considering releasing a Scriptless game to make this point with all rtp assets to really hammer home this concept.
TLDR; you can do this with one event and even change the actor sprite to be transparent and desaturated for added effect
An alternative not using events (but harder to keep track of) is to have a dedicated blank tile with passability on, in B or further tilesets, and place it just like any secondary tile. It is recommanded to keep the tile not empty, with at least a frame to see where it is, during the test/dev phases.
No need for duplicates with custom passabilities if you use those two methods since the passable event/tile are set to be invisible.
I should really add a description to this, I did it intended for absolute beginners who dont want to twiddle with files etc.
I tried the link you shared, but I get an error: The item is either marked as hidden or you do not have permission to view it.
Also, even if you try export tileset A and import it to a B, C, D or E tab, it will be out of alignment as the tiles A are managed differently.