Battle Animation Speed Options (YEP)

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System

This is a plugin created for RPG Maker MV.

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Masterarbeit Writer

Yanfly Engine Plugins

This plugin is a part of the Yanfly Engine Plugins library.

Required Plugins

The following plugins are required in order to use this plugin.

Place the following plugins above this plugin located in the Plugin Manager.

Introduction

Player comfort is a major thing to pay attention to when it comes to
designing video games nowadays. RPG's are no exception either. And inside of
RPG's, the player is usually within a battle a large portion of the time.
And for this large portion of the time, players are often waiting for battle
animations to finish playing.

This plugin adds in the ability for players to choose how fast they want
battle animations to play from inside the options menu. From the default
speed, which plays one animation frame per four real frames, to the fastest
setting, which plays one animation frame per one real frame, the player now
has the option to choose how quickly things progress in battle.

Compatibility

This plugin is made compatible with the following plugins:
- YEP_BattleEngineCore
- YEP_X_ActSeqPack1
- YEP_X_ActSeqPack2
- YEP_X_ActSeqPack3

If you are using the listed plugins, place this plugin underneath the listed
plugins in the Plugin Manager list for maximum compatibility. This is to
ensure the action sequences are working properly with the battle animation
speed options.

Options Core Integration

To integrate options from this plugin into Yanfly's Options Core, use the settings below:

If you are using YEP_OptionsCore.js, you can add a new Option using this
plugin. Here's the following code/parameter settings you can use with it.

---------
Settings:
---------

Name:
\i[302]Battle Animation Speed

Help Description:
Changes the speed of battle animations.

Symbol:
battleAniSpeed

Show/Hide:
show = Imported.YEP_BattleAniSpeedOpt;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option Code:
var rect = this.itemRectForText(index);
var statusWidth = this.statusWidth();
var quarterWidth = statusWidth / 4;
var titleWidth = rect.width - statusWidth;
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawOptionsName(index);
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changePaintOpacity(value === 4);
var text = this.battleAnimationSpeedText(4);
this.drawText(text, titleWidth + quarterWidth * 0, rect.y, quarterWidth, 'center');
this.changePaintOpacity(value === 3);
var text = this.battleAnimationSpeedText(3);
this.drawText(text, titleWidth + quarterWidth * 1, rect.y, quarterWidth, 'center');
this.changePaintOpacity(value === 2);
var text = this.battleAnimationSpeedText(2);
this.drawText(text, titleWidth + quarterWidth * 2, rect.y, quarterWidth, 'center');
this.changePaintOpacity(value === 1);
var text = this.battleAnimationSpeedText(1);
this.drawText(text, titleWidth + quarterWidth * 3, rect.y, quarterWidth, 'center');

Process OK Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value -= 1;
if (value <= 0) value = 4;
value = value.clamp(1, 4);
this.changeValue(symbol, value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value -= 1;
value = value.clamp(1, 4);
this.changeValue(symbol, value);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value += 1;
value = value.clamp(1, 4);
this.changeValue(symbol, value);

Default Config Code:
// Empty. Provided by this plugin.

Save Config Code:
// Empty. Provided by this plugin.

Load Config Code:
// Empty. Provided by this plugin.

Changelog

Version 1.02:
- Updated Float and Jump compatibility to allow for negative values.

Version 1.01:
- Compatibility update with YEP_OptionsCore.js.

Version 1.00:
- Finished Plugin!