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PsionicBurst

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Hello, denizens of RPGMaker land - I've come looking for an answer to a question regarding how to manipulate the speed of the in-battle animations. I have made a few customs, however, their speeds are a bit slow for my liking. I've delved into the rpg_sprites.js and the Sprite_Animation subset within, but I'm no programmer and I wouldn't know what values to tweak, or if I'd break something with the compiler. If there's someone that can point me in the right direction, that would be swell.
 

Eweer

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Disclaimer: I've never change animation speed nor I have tested what I'm going to say right now. Everything I'll say is just a belief and I suggest you to make a copy of your original file before changing anything (or, even better, make your own insertnamehere.js and place it as a plugin)

Sprite_Battler.prototype.setupAnimation = function() { while (this._battler.isAnimationRequested()) { var data = this._battler.shiftAnimation(); var animation = $dataAnimations[data.animationId]; var mirror = data.mirror; var delay = animation.position === 3 ? 0 : data.delay; this.startAnimation(animation, mirror, delay); for (var i = 0; i < this._animationSprites.length; i++) { var sprite = this._animationSprites[i]; sprite.visible = this._battler.isSpriteVisible(); } } };

This is the code you are looking for. I'd suggest for you to copy it, paste it in insertnamehere.js and play with:

var delay = animation.position === 3 ? 0 : data.delay;

Something like:

var delay = animation.position === 3 ? 0 : data.delay/2; //200% speed var delay = animation.position === 3 ? 0 : data.delay/1,5; //150% speed var delay = animation.position === 3 ? 0 : data.delay/3; //300% speed
 

PsionicBurst

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Doesn't seem to affect the speed - my method used was sticking a .js, as you mentioned, into the plugins.

Question's still up for anyone who wants to solve it.
 

ATT_Turan

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I think some clarifying of the language is in order - are you talking about animations (the pictures that play on top of the battlers when you use skills) or motions (the actors moving as they stand, chant, etc.)?
 

caethyril

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This'll need a plugin, so

I've moved this thread to JS Plugin Requests. Thank you.

You can either use an existing one like YEP Core Engine, or you could try one of these specific overrides (save as .js, import as a plugin):
  • Animation speed:
    JavaScript:
    Sprite_Animation.prototype.setupRate = function() {
        this._rate = 4;
    };

  • Motion speed (idle, casting, attacking, etc):
    JavaScript:
    Sprite_Actor.prototype.motionSpeed = function() {
        return 12;
    };
These are both "frames between updates", e.g. by default animations only update every 4 frames.
 

PsionicBurst

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@eomereolsson - Thanks for the recommendation, but I tend to avoid Yanfly's plugins for...personal reasons.

@ATT_Turan - I'm not too familiar with RPGMaker's official vernacularities in terms of animations. I'm referring to the battle effects that overlay on enemy sprites, which I believe is called skill animations? Game I'm working on is strictly front view battling.

@caethyril - Had a feeling this was the wrong forum. Thanks for the recommendation, I will try yours and report back!

Edit: Last one works - thanks a bunch!
 
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caethyril

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Great, happy RPG Making! :kaojoy:

This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

In future, you can report your post, e.g. with a reason like "Solved", to let the mods know the thread is ready to be closed.
 
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