03-28-2015, 04:25 AM
Slow down the way the animation is played? Well, I never thought anyone would want that. I guess a revision may call upon that.... but that's gonna be tough. In the meantime, I have a line of code to add to both 'Spriteset_Map' and 'Spriteset_Battle'. Need to add it to both, right?
Within the update method of both scripts mentioned above, you have a comment that reads [color=green#Perform the original call[/color]. That's kinda how I like to word the aliased 'original' method. Place the line of code shown below above this comment:
This will make the system slow down 1 frame every time it updates... but only if particles are shown. The caveat is that all other actions are slowed down that same 1 frame at the same time.
The thing is, it does not rely on using Graphics.update to set a timer, thus the fluid speed of the animation. Unfortunately, that also prevents much in lieu of slowing down the animation except in how you add it in the event code. Like how you see a @wait_count script call to make a delay in an event's animation reaction.
Within the update method of both scripts mentioned above, you have a comment that reads [color=green#Perform the original call[/color]. That's kinda how I like to word the aliased 'original' method. Place the line of code shown below above this comment:
Code:
Graphics.update if @particles != []
This will make the system slow down 1 frame every time it updates... but only if particles are shown. The caveat is that all other actions are slowed down that same 1 frame at the same time.
The thing is, it does not rely on using Graphics.update to set a timer, thus the fluid speed of the animation. Unfortunately, that also prevents much in lieu of slowing down the animation except in how you add it in the event code. Like how you see a @wait_count script call to make a delay in an event's animation reaction.