I think I found a solution for that.
in the "rpg_rpite.js" file there's the class called "Sprite_Destination" around row 2044 with all the methods called to create that effect.
This method in particular is responsible for creating the graphic of the effect:
Sprite_Destination.prototype.createBitmap = function() { var tileWidth = $gameMap.tileWidth(); var tileHeight = $gameMap.tileHeight(); this.bitmap = new Bitmap(tileWidth, tileHeight); this.bitmap.fillAll('white'); this.anchor.x = 0.5; this.anchor.y = 0.5; this.blendMode = Graphics.BLEND_ADD;};What I did is to recreate this method in my personal plugin file and comment/ remove all the stuff inside these brackets, this basically leaves the effect image blank and therefore it doesnt' show when the code try to print it.
Is not the most elegant way of doing it ad probably the best thing is find where the "Sprite_Destination" methods are called and rewrite those routines to revome the calls and therefore lighten up the code, but for now i think this solution is good enough and the input graphic code weight on performances is negligible.
Also I think is possible just to change the input graphic by putting changin a line in this method
//this.bitmap.fillAll('white'); // you dont' need this line anymore in this casethis.bitmap = [graphic you want to use];
Anyway, this is the modified method i put in the plugin i'm creating:
Sprite_Destination.prototype.createBitmap = function() { // var tileWidth = $gameMap.tileWidth(); // var tileHeight = $gameMap.tileHeight(); // this.bitmap = new Bitmap(tileWidth, tileHeight); // this.bitmap.fillAll('white'); // this.anchor.x = 0.5; // this.anchor.y = 0.5; // this.blendMode = Graphics.BLEND_ADD;};I just commented the lines just in case, but can just put this:
Sprite_Destination.prototype.createBitmap = function() {};Hope that's what you needed
