The "Pokemon Boulder" sound effect problem

Lyvz

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Hey all!

I'm still new to this stuff and I'm trying to nail down my core mechanics.

I'm basically struggling with the same problem as was discussed on this forum 3 years ago for VX Ace:

https://forums.rpgmakerweb.com/index.php?threads/preventing-sound-effect-on-pokemon-boulder.23979/

-that is, skipping the respective movement sound effect when the "Skip if cannot move" condition triggers for an event movement.

I was wondering if anyone has come up with the solution? I don't want to move the event first and then check for variable changes, since this would result in a delayed sound effect.

I also find the solution of setting conditional limitations for tiles separately to be quite tedious!

Thank you so much for your help!
 

Fugama

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SumRndmDde has got your back
 

Lyvz

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