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- Mar 30, 2017
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- Finnish
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- RMMV
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!
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!


