🦸🏻 Player: Create a Parrying system

In this tutorial, I'll guide you through creating a simple Sword Parrying system.



Step 1: Create a Parriable Enemy

We'll make an enemy that jumps toward the player and can be parried during the jump. If parried, it jumps backward.


Enemy Setup (Page 1)
  • Before the enemy jumps, set a local variable (e.g., parriable) to 1 to mark it as parriable.
  • Make the enemy jump to the player (using jumpTo('player')) and create a hitbox with the notetag <enemyHitbox>. (This hitbox damages the player on collision, as set up in the demo.)
  • After the jump, set parriable to 0 so the enemy can no longer be parried. This ensures the enemy is only parriable during the jump.


Enemy Reaction to Parry (Page 2)
  • Add a comment <got parried> (you can rename it for clarity).
  • When parried, switch to this page. The enemy will:Wait 60 frames (~1 second).
  • Show a sweat bubble effect.
  • Return to Page 1 (normal state).


Step 2: Set Up the Player's Parry

The player parries by attacking the enemy during its jump.

How It Works (Common Event)
  • By default, in the demo, enemies with the notetag <enemy> trigger Common Event ID 1 (Enemy Collision Check). (If you start from scratch, see Passive and Check Collision tutorials for details to know how to setup a certain notetag will run certain common event ID paralelly)
  • This event checks if an event with the notetag <weaponAttack> (created by the player's sword attack) collides with the enemy.
  • If a collision occurs, it checks if parriable is 1.
  • If true, it triggers visual effects (for flair) and switches the enemy to the page with <got parried>.
  • Optional: Use Exit Event Processing to stop further commands in the common event.


Logic Summary

  • When the player attacks, a <weaponAttack> event spawns.
  • If <weaponAttack> collides with an <enemy> event, it checks if parriable is 1.
  • If parriable is 1, the enemy switches to the <got parried> page.
  • Since parriable is only 1 during the enemy's jump, the player must time the parry perfectly. If the enemy lands, it spawns a <enemyHitbox> that damages the player.

This creates a tight parry window, rewarding precise timing. In Action Combat demo version 1.4.2, you can try this tutorial by visiting map Parrying System.
5 RPG Maker Action Combat Manual: 🦸🏻 Player: Create a Parrying system In this tutorial, I'll guide you through creating a simple Sword Parrying system. Step 1: Create a Parriable Enemy We'll make an ene...
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