RPG Maker MV

RPG Maker MV

Faster phase of battle
I use default base system with some tweaks from Yanfly Core Engine and Yanfly Battle Engine Core. I already set the animation speed to 1 and animation delay to 0.

But I feel that the pace of the game could be faster. One that I notice is the sliding window animation. Can anyone tell me which function calls the window sliding?

And is there anything I could do to make the battle animation (in overall aspect) faster?

Thank you
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The actor status window has its position updated via this method in rpg_scenes.js:
Scene_Battle.prototype.updateWindowPositions

For the actual skills, you could look into an action sequences plugin, e.g. Yanfly's Battle Engine Core and Action Sequence Pack plugins. These give you control over the wait/delay times as well as the battler screen positions and a variety of more fancy stuff. =)

In rpg_sprites.js, I believe this controls the ratio of gameplay frames to animation frames:
Sprite_Animation.prototype.setupRate = function() { this._rate = 4; };
...and this controls the update rate for animated actor battlers (sideview):
Sprite_Actor.prototype.motionSpeed = function() { return 12; };

I don't know how experienced you are with JS or RMMV plugins...I strongly recommend you do not alter the base script files! (My reasoning is here if you're interested: link.) You can copy the above functions into a new .js file: edit this copy as you like and import it as a plugin. The copy will be treated as an override for the existing routines. ^_^
Thanks caeth!

I believe I've set Sprite_Animation.prototype.setupRate to 1 using Yanfly's plugin.

This Sprite_Actor.prototype.motionSpeed has no use since I use front view.

While this Scene_Battle.prototype.updateWindowPositions looks interesting! I haven't seen which function it calls but I guess I could do something for Windows in Battle scenes called by this function.

And don't worry. I've been messing with RM since VX. Even though I'm not a real programmer, I know that it's wise not to mess with core scripts. And I understand concept of aliasing :ralphsmile:
updateWindowPositions is called by Scene_Battle's update method, i.e. it's called every frame. It shifts the status window 16 pixels to the left/right until it reaches its destination, which depends on whether the player is currently inputting commands or not; to speed it up you can simply change the 16s to bigger numbers. I don't think it'll affect how input is registered, but it may help make battles feel faster. =)

Originally posted by gann:
And don't worry. I've been messing with RM since VX. Even though I'm not a real programmer, I know that it's wise not to mess with core scripts. And I understand concept of aliasing :ralphsmile:
Good good, just wanted to be sure. ^_^
I just found out that
Window_BattleLog.prototype.startTurn = function() { this.push('wait'); }; Window_BattleLog.prototype.wait = function() { this._waitCount = this.messageSpeed(); };
is the one I'm looking for. Function startTurn adds some delay between input and first action. Then I decided to modify further and just skip wait function. It will prevent me to display states text (and probably some other text I haven't found yet) but for now, this._waitCount = 0 is what I really want :)
The author of this thread has indicated that this post answers the original topic.
Great! \o/
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