Original Source
- Original title: Help with event processing a sword breaking things on maps.
- Original author: Derek
- Original date: April 19, 2022
- Source thread: https://forums.rpgmakerweb.com/threads/help-with-event-processing-a-sword-breaking-things-on-maps.146886/
- Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker MV Support
Summary
I hope this is the correct place to ask, but I am having the hardest time figuring out a feature I'm trying to add in my game. I'm also using Yanfly plugins.The player can press a button using YEP_ButtonCommonEvents to swing his sword on the map like Link in Zelda games. I've figured out how to make the animations so that whatever position he's facing he'll swing the sword in the right direction. I'm also trying to make it where you can break pots, boxes, and cut grass when you...
Archived First Post
However, I've hit a roadblock and cannot figure out a work around. When the player is next to the "object" and swings his sword the pot or box will break, but it also breaks even if the player is facing away from the object or to the side. I'm also using YEP_EventProximity so I can use parallel process so I can use switches to let the game know when the player is swinging the sword and when he is not. I've tried using conditional branches such as ifplayer is facing x and etc but nothing seems to work. All I want is for the pot to break ONLY when the character is facing the pot and swinging his sword. I've attached photos in hopes it illustrates what I'm talking about. Any advice, cretic, or replies will be greatly appreciated!
Note: I also wanted to note this game still uses turn based battles, but I like for the player to be able to swing the sword outside of battle to break pots and kill npcs.
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The sprite sheet I use for when the player is swinging his sword outside of battle.
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The common event for the player to swing his sword on the map.
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Event page for the pot to break
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The pot breaks even when facing away from pot.
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The only time I want the pot to break when player attacks.
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