Is there a way to get faster than 4x speed?

KadoDragon

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To make a long story short, I have dynamic bullets flying around in my game. As it is right now, each bullet event is set to 4x speed (with highest frequency), but even this seems slow for a bullet. So is there a way to make an event have a higher speed than 4x? I ask this because these bullets sometimes need to travel across the screen and hit other events before they decide to move out of the way, and 4x is too slow for this at times.
 

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Have you set the move speed to the highest allowed as well?

If that is not enough, you can add the following in the script editor (just create a new slot above Main):

class Game_CharacterBase attr_accessor :move_speedendThen, you will be able to use a Call Script (event command) with something like:

$game_map.events[id].move_speed = 22Where 'id', put the id of the event, like $game_map.events[1].move_speed = 22

:)
 

KadoDragon

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Have you set the move speed to the highest allowed as well?

If that is not enough, you can add the following in the script editor (just create a new slot above Main):

class Game_CharacterBase attr_accessor :move_speedendThen, you will be able to use a Call Script (event command) with something like:

$game_map.events[id].move_speed = 22Where 'id', put the id of the event, like $game_map.events[1].move_speed = 22

:)
That worked wonderfully! It also has taken the record for smallest entry put into the script editor for me. Thank you very much!
 

Shaz

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You don't need to set the move_speed to attr_accessor to do this.

You can just do this:

Code:
Set Move Route: EV123              : Script: @move_speed = 22
 

Wavelength

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You don't need to set the move_speed to attr_accessor to do this.

You can just do this:

Set Move Route: EV123 : Script: @move_speed = 22
This is true but creating the Attribute Accessor lets you change the move speed at any time without interrupting the normal (or Event-assigned) Move Route, which I really like.
 

Shaz

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True. I assumed they'd be using a Set Move Route and would be able to set the speed right at the start (working on the premise that a bullet would not change speed mid-path). And that a non-scripting solution might be preferable.
 

Wavelength

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True. I assumed they'd be using a Set Move Route and would be able to set the speed right at the start (working on the premise that a bullet would not change speed mid-path). And that a non-scripting solution might be preferable.
Yeah, those are probably pretty safe assumptions for KadoDragon's question, to be honest :)   I'm coming from a place of bias because of my own project, where I've used a @move_speed accessor to change, for example, the speed at which obstacles and power-ups come toward you when you hold the up or down button (so that you stay in place but it mostly simulates the sensation of speed), and for that, setting Move Routes whenever the speed needed to adjust wasn't feasible.
 
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