Encounter Effect Disabler (Battle On Map... sorta)

pEcOsGhOsT

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Introduction:
This plugin removes the zoom & flash effect when you encounter an enemy (battle start) as well as the sv battlers entering from the right.
For use if you want an "instant battle" or battle-on-map effect (sort of) similar to games like Chrono Trigger.


Features:
  • Removes the encounter effect when a battle starts (no zoom effect)
  • Skips battlers "entering" from the right side
  • Instant battle (no wait time)

Bugs:
  • There is a slight "flash" when starting and ending a battle (I'm not sure if that is due to the actual process of the scene changing, or what?? But, I'm working on it ;P )

How to use:
  • Add the plugin to your game and turn ON!

Recommended Plugins (To use with):

Download:

View attachment EncounterEffectDisabler.js

Raw Text:

//-----------------------------------------------------------------------------
// Encounter Effect (Battle Start) Disabler
//----------------------------------------------------------------------------


/*:
@plugindesc Disables the Encounter Zoom & Flash Effect when entering a battle (for the most part) and skips battler entrance (from right)
@author pEcOsGhOsT
@Help No plugin commands required, Simply add it to your plugin library and turn ON!
*/


Scene_Map.prototype.startEncounterEffect = function() {
this._spriteset.hideCharacters();
this._encounterEffectDuration = this.encounterEffectSpeed();
};


Scene_Map.prototype.updateEncounterEffect = function() {
if (this._encounterEffectDuration > 0) {
this._encounterEffectDuration--;
var speed = this.encounterEffectSpeed();
var n = speed - this._encounterEffectDuration;
var p = n / speed;
var q = ((p - 1) * 20 * p + 5) * p + 1;
var zoomX = $gamePlayer.screenX();
var zoomY = $gamePlayer.screenY() - 1;
if (n === 3) {


this.snapForBattleBackground();


}


if (n === Math.floor(speed / 6)) {


}
if (n === Math.floor(speed / 2)) {
BattleManager.playBattleBgm();


}
}
};


Scene_Map.prototype.snapForBattleBackground = function() {
this._windowLayer.visible = false;
SceneManager.snapForBackground();
this._windowLayer.visible = true;
};


Scene_Map.prototype.startFlashForEncounter = function(duration) {
var color = [255, 255, 255, 255];


};


Scene_Map.prototype.encounterEffectSpeed = function() {
return 3;
};


Scene_Battle.prototype.stop = function() {
Scene_Base.prototype.stop.call(this);
if (this.needsSlowFadeOut()) {
this.startFadeOut(this.quickFadeSpeed(), false);
} else {
this.startFadeOut(this.quickFadeSpeed(), false);
}
this._statusWindow.close();
this._partyCommandWindow.close();
this._actorCommandWindow.close();
};


Scene_Base.prototype.quickFadeSpeed = function() {
return 1;
};


Sprite_Actor.prototype.startEntryMotion = function() {
if (this._actor && this._actor.canMove()) {
this.startMotion('walk');
this.startMove(0, 0, 0);
} else if (!this.isMoving()) {
this.refreshMotion();
this.startMove(0, 0, 0);
}
};


Preview:

BattleOnMap03.gif


QuickTip/Trick:
  • If you are using enemies on the map (i.e. Chrono Trigger or Earthbound style) I would recommend when the enemy is touched setting up player/event movement before you initiate the battle processing so your player and the enemy "get into position" and the battle seems more seamless (you can see this process take place in Chrono Trigger's battle events when your party and the enemy sort of "jump" into their places before battle (I hope that makes sense, here is a gif showcasing what I mean! Also, use my preview above as reference)
    ChronoTriggerSmEncounter.gif
    Notice when the enemy event is activated (in this case Roly is touched) the enemies then move into their "battle positions". You can easily set this up with move events command (try it with jump to get an exact placement) and position them exactly where they are setup in the actual battle scene (make sense?!) Also, watch me just pwn these fools with dat cyclone (gotta luv da low lvl tech!)

Credit/Terms of use:
Use and abuse! No credit required (but if want to mention me, that would be cool too!)


FYI:

I didn't see a plugin for this and I figured out how to make one (this is the first plugin I've ever made with NO help! Hooray for me! LOL)

This is just a quick fix but I'm hoping to expand upon it!
 
Last edited:

Harken_W

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Does this also remove the fade/effect after the battle ends and it transitions back to the map? 


Edit: 


Just tested it! It works well in removing the zoom and flash, but you still get the fade in and out at the start and end of the battle scene,


which makes my on map encounters look odd with the random fades.


If you could add that feature that would be amazing, but I understand that might not be the purpose of this particular plugin.
 
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pEcOsGhOsT

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Good point Harken_W


I've updated the plugin and I tried to remove the fade from the battle end but for some reason there is still a quick "black flash". I'm gonna see if I can remove it completely but it almost seems like it might be apart of RPG Maker's processing (if that makes sense).
 
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DrAgOnBeAsT

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Heya thx for dis plugin! i only used the part that disables the battlers from entering from the right. ive searched high and low for a script to do that and you figured it out :)
 

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