You're half right. You see, I'm running the rmxp/vxa at 120 fps. I then tailored the walking speed and frequency to retain the speed of the 40fps look so that I get the best scrolling smoothness without the stupid sprinting speeds of 60+(which defeats the purpose of faster fps in my opinion).
I want to retain the battle speeds, and that is merely a matter of a switch at battle_scene start and end.
My Problem: The issue is that inside Game_Map, or wherever the weather, flashing, and time(in the case of CCTS), I am getting the 120fps speeds for those. I am excluding the animations here because that CAN be fixed by simply tripling the animation sprite order(although I'd like to avoid that if possible).
My question: So, yes I am wondering about the effect of time and how it's handled in relation to FPS changes. And better yet, I am wondering if there is a way to call frames at a 3rd of the rate so that I can retain that 40fps "look" whilst still scrolling the game_map at 120.
Your thoughts?