设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 72|回复: 0

[转载发布] Encounter Effect Disabler (Battle On Map... sorta)

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    开心
    2026-7-12 04:10
  • 签到天数: 209 天

    连续签到: 2 天

    [LV.7]常住居民III

    7959

    主题

    864

    回帖

    3万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    29925
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    38778

    灌水之王

    发表于 前天 08:49 | 显示全部楼层 |阅读模式
    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:

    Spoiler//-----------------------------------------------------------------------------
                // 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:






    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)



      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!


    本贴来自国际rpgmaker官方论坛作者:pEcOsGhOsT处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/encounter-effect-disabler-battle-on-map-sorta.73084/

    本帖子中包含更多资源

    您需要 登录 才可以下载或查看,没有账号?立即注册

    x
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-8-1 00:29 , Processed in 0.114180 second(s), 53 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表