How do I... make a sliding snowball?

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Scene:
You walk into an ice room where you need to walk up to the snowball, and use the action button to push it around. You'll need to push it into a hole in the ice floor so that it activates something. (I plan to make the hole conditional to where if the snowball touches it, it triggers something to proceed). If the player messes up, there's a Switch on the wall that resets the starting position of the snowball. When the position is reset, the ball remains stagnant. (I just set it to where the switch sets the snowball route to nothing, making it stop)

Is there a way I can make it to where only the snowball repeatedly slides on the ice floor? (The player is immune to the floor sliding), while also having the snowball make a "moving" sound?


Things I've tried but don't seem to work:
1) I tried using the "move away from player" option when you use the action button, and repeat movements. Problem is, when the snowball reaches a wall, the moving sound effect continues to play repeatedly like crazy!

2) I've tried Yanfly's plugin with the (YEP_RegionEvents) to set a common event to make the snowball slide on the ice paths using Step Forward 1. Problem is...the snowball decides to move on it's own! I can't set a proper trigger for it.


My current status for the event is that I'm using 4 conditional branches where the player is facing up/down/left/right, it'll move away in the corresponding direction repeatedly without the sound. But how can I include that sound without it turning into problem 1)?
 
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Hyouryuu-Na

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This should fix the issue with the sound:
(Note that the following stuff should go inside the snowball event... Also, please excuse the wind SE. It just sounded more like something's being pushed lol)

◆Set Movement Route:This Event
:Set Movement Route:◇Move away from Player
◆If:Player is facing Up
◆If:Script:$gameMap.isPassable($gamePlayer.x,$gamePlayer.y-2,$gamePlayer.direction())
◆Play SE:Wind1 (90, 100, 0)

:End

:End
◆If:Player is facing Down
◆If:Script:$gameMap.isPassable($gamePlayer.x,$gamePlayer.y+2,$gamePlayer.direction())
◆Play SE:Wind1 (90, 100, 0)

:End

:End
◆If:Player is facing Left
◆If:Script:$gameMap.isPassable($gamePlayer.x-2,$gamePlayer.y,$gamePlayer.direction())
◆Play SE:Wind1 (90, 100, 0)

:End

:End
◆If:Player is facing Right
◆If:Script:$gameMap.isPassable($gamePlayer.x+2,$gamePlayer.y,$gamePlayer.direction())
◆Play SE:Wind1 (90, 100, 0)

:End

:End
 
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Joined
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This should fix the issue with the sound:
(Note that the following stuff should go inside the snowball event... Also, please excuse the wind SE. It just sounded more like something's being pushed lol)

◆Set Movement Route:This Event
:Set Movement Route:◇Move away from Player
◆If:Player is facing Up
◆If:Script:$gameMap.isPassable($gamePlayer.x,$gamePlayer.y-2,$gamePlayer.direction())
◆Play SE:Wind1 (90, 100, 0)

:End

:End
◆If:Player is facing Down
◆If:Script:$gameMap.isPassable($gamePlayer.x,$gamePlayer.y+2,$gamePlayer.direction())
◆Play SE:Wind1 (90, 100, 0)

:End

:End
◆If:Player is facing Left
◆If:Script:$gameMap.isPassable($gamePlayer.x-2,$gamePlayer.y,$gamePlayer.direction())
◆Play SE:Wind1 (90, 100, 0)

:End

:End
◆If:Player is facing Right
◆If:Script:$gameMap.isPassable($gamePlayer.x+2,$gamePlayer.y,$gamePlayer.direction())
◆Play SE:Wind1 (90, 100, 0)

:End

:End
Ahh, thank you for the response!
Unfortunately, it didn't do much. But it's okay! I ended up just deciding to stick with playing the SE upon the player touching. So it plays it once while the ball rolls for the rest of the time. I don't think it's that bad, so I'll just stick with it for now.

Thanks anyway! :)
 

Hyouryuu-Na

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Hmm it works for me. It stops the SE from playing when the event is blocked by a wall or something impassable. How you set up your event must be different then. But at least you found a solution ^^
Edit: Oh! I completely misunderstood your situation XD I assumed you're pushing the snowball bit by bit. But in your case it sorta slips on the floor. No wonder it didn't work lol
But even so, the $gameMap.isPassabale(x,y,d) is the key here. You can use it to check in a parallel event whether the tile in front of the event is passable or not.
 

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