continous battle attacks, instead of waiting for animation turn to end

nerdypants

Veteran
Veteran
Joined
Nov 3, 2015
Messages
62
Reaction score
7
First Language
Singlish
Hi all,

just want to check if it is possible to have continous battle movement, meaning like even if hero1 is attacking halfway, when it reaches hero2's turn i can attack at the same time. instead of waiting 1 attack animation to end.

not sure if you guys know what i mean.

Thanks
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,430
Reaction score
7,711
First Language
German
Primarily Uses
RMMV
anything is possible - but having actions start before the previous action is complete will require a very complex battleloop handling animation and calculation in different steps.

As such it will require a rather complex (and difficult to write) plugin replacing the battlesystem.

I've moved this thread to Plugin Request. Please be sure to post your threads in the correct forum next time. Thank you.

Don't expect a fast solution, but if one of the scripters is interested in a challange you might get something in a few months...
 

DoubleX

Just a nameless weakling
Veteran
Joined
Jan 2, 2014
Messages
1,791
Reaction score
943
First Language
Chinese
Primarily Uses
N/A
Hi all,

just want to check if it is possible to have continous battle movement, meaning like even if hero1 is attacking halfway, when it reaches hero2's turn i can attack at the same time. instead of waiting 1 attack animation to end.

not sure if you guys know what i mean.

Thanks
This will violate 2 of the most fundamental Scene_Battle based battle system foundations:

1. Only 1 battler can execute actions at a time

2. Only 1 action can be executed at a time

Meaning that even if someone managed to solve your request, those plugins will normally be incompatible with most Scene_Battle based battle system plugins, especially those relating to action executions and their flows.

Right now I can think of 2 general directions to solve your request ignoring compatibility issues:

1. Shoehorn the ABS mechanics into Scene_Battle, meaning each action execution subject, executing action and action target will be associated with an interpreter, just like how events are handled in maps

- In this case, I'll suggest you to straight out request an ABS plugin instead, unless you really want an ABS without space management.

2. Use multithreading with each thread handling the action execution subject/executing action/action targets triple(so they'll have to access shared resources in a coordinated manner)

- In this case, you'll need to find a ready and willing RMMV coding prodigy mastering multithreading with coordinated shared resource accessings(otherwise deadlocks, race conditions, heisenbugs, etc, will likely come into play), to offer an extremely expensive commission needing an exceptionally long time to accomplish.
 
Last edited by a moderator:

nerdypants

Veteran
Veteran
Joined
Nov 3, 2015
Messages
62
Reaction score
7
First Language
Singlish
ouch it is so complicated, haha thanks for answering though. at least i know i can cut that off my dream list at the moment.
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,848
First Language
English
This would need to be done one step at a time, since the game doesn't actually play additional animations until the previous set of animations have been completed.


You'd need to first be able to do something like this...


https://vine.co/v/ia50MBiu6xK


And then make it so that the game isn't going to wait for it to end.


This is something I'll need if I want to implement an action battle system.


However, it may also require an overhaul of the default battle system.
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,033
Messages
1,018,441
Members
137,820
Latest member
georg09byron
Top