(Doubt) Rgss3 "Ignore collision".

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Started by tiagoms 5 posts View original ↗
  1. Hello guys, okay?

    Well, we know that rpg maker has a system of "collision", which prevents more than one action is performed at the same time, ie, "Actor 2" can only carry out the attack after the actor "X" attack, because he is in the "forward in line."

    (Normal situation of rmvx Ace)
    If we have 4 actors, put all to attack. But each attack in turn.
    Example: Actor 1, 2, 3 and 4 -> Use All fire -> Actor 1 Use fire -> Actor 2 use fire -> fire use Actor 3 -> 4 Actor use fire.

    Is there a way to break it? a command or script (conditional) for this fall?
    Thus, two or more actors / enemy may attack at the same time.
    Example: Actor 1, 2, 3 and 4 -> Use All fire -> Actor 1, 2, 3 and 4 use fire (4 skills "Fire" in same time -> 4 damage independent)
  2. I think what you're asking has nothing to do with collision (sprites bumping into each other on the map), and more to do with turn order.


    You can influence turn order by changing actor/enemy stats. I'm sure you COULD change the scripts so everybody makes their action at the same time. I don't have it with me now so couldn't even begin to tell you where to look. I do know there is something that makes the battle manager wait for animations to play before taking the next move. That might be part of your solution.
  3. Yes, indeed, this could be the solution =)

    I use the " Victor Eng - Active Time Bar " , to perform the " Control of turn ."

    Unfortunately there is a script that is secluded and provides a system of " cooperative Skill " ( Example : Chrono Trigger cooperative skills) .

    There are systems that are dependent ( Victor Eng - Cooperative Skills = > Requirement: Victor animated battle )


    My idea :
    1 - Create skill with requirements ( of the group ) for the use (so far is perfect)
    2 - In this skill , create a common event ( Realized )
    3 - In this common event , create conditions so that the actor is "forced " to attack . (realized)
    4 - create special conditions for the "Actor X" , when specified in the ability (within the part of public events ) , skip the wait for watch , to this " forced skill " (or this common event ) . (not realized =()

    Thus , it would created a ' simulation ' of ' Cooperative Skills " .

    Imagine : Actor 1 active " Skill X" . ( Skill "X " meets the requirements of the group , of course )
    Actor 1 , 2 and 3 , will attack AT THE SAME TIME , but with independent damage .

    understand all?

    =)
  4. If you need someone to help you, please provide links to those scripts, so they don't have to go searching for them themselves (and possibly end up with different versions to what you're using).
  5. Ignore all scripts...