# マニュアル：無敵

**URL:** <https://guild.rpgmakerofficial.com/t/topic/431>\
**Category:** チュートリアル\
**Tags:** manual, english\
**Created:** [2025 年 6 月 26 日午前 8:17 UTC](https://guild.rpgmakerofficial.com/t/topic/431 "2025-06-26T08:17:31Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Moonling](https://sea2.discourse-cdn.com/flex002/user_avatar/guild.rpgmakerofficial.com/moonling/32/369_2.png) [@Moonling](https://guild.rpgmakerofficial.com/u/Moonling)\
**Post date:** [2025 年 6 月 26 日午前 8:17 UTC](https://guild.rpgmakerofficial.com/t/topic/431/1 "2025-06-26T08:17:31Z")

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ACTION GAME MAKER includes an **invincibility** feature. This section explains its purpose and how to configure it.

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## Why is Invincibility Necessary?

In ACTION GAME MAKER, **attack hit detection and damage processing occur extremely fast**.  
If you don’t configure invincibility, a single attack can **hit multiple times instantly** , potentially reducing HP to zero in a flash.

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## How to Set Invincibility Time

It’s **recommended to set the invincibility duration longer than the attack’s active duration**.

For example:

- If an attack hitbox lasts 1 second, the invincibility should be **at least 1 second**.
- Otherwise, the object may take **multiple hits from the same attack**.

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## Nodes for Invincibility Settings

### 1. **Base Settings**

Basic invincibility configurations:

- Duration of invincibility (in seconds)
- Whether the object blinks during invincibility, and the blink interval

This is a quick way to apply general invincibility behavior.

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### 2. **Invincible Settings Node**

For more **advanced customization** , use the `InvincibleSettings` node.

Features include:

- Apply **filters or visual effects** during invincibility, in addition to blinking
- Add a **different blink effect after invincibility ends** (e.g., slow blink during invincibility, fast blink right after it ends)
- Temporarily **convert hitboxes to attack boxes**
- **Play a sound effect** at the start of invincibility
- **Control invincibility using a switch** , allowing complex condition-based logic

For example:

> Normally, damage grants 0.3 seconds of invincibility.  
> But if the damage type causes knockdown, you can enable a 1-second invincibility instead.

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## Invincibility vs. HitCollision Disabling

An alternative to invincibility is **disabling the `HitCollision`** node using a `ChangeObjectProperty` action or `AnimationPlayer`.

- This also prevents damage from being received.
- However, because this method **relies on timing** , there’s a risk of processing issues or delayed behavior.

💡 **Recommendation** :  
Use invincibility for consistent results, even if just for a short time.  
Still, creatively combining both methods allows you to build **more dynamic “damage immunity” systems** , potentially leading to fun gameplay mechanics.
