I want to have it so that I fade the screen out then start a battle and it will stay that way until I manually turn it back on,
or if I fade out the screen mid-battle, I can have it so that when I return to the field, the screen will stay faded out until I change it. This is for special events and scene transfers.
I don't know how to accomplish this.
[ACE] Have it so the starting battle or returning to map after battle doesn't fade the screen in?
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Well I think you need to modify the Map transfert setting I don't remember to much wich place you have this and I don't have rpg maker near to me but I think you will need to modify the map transfert
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What I found was
class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # * Pre-Termination Processing #-------------------------------------------------------------------------- def pre_terminate super Graphics.fadeout(30) if SceneManager.scene_is?(Scene_Map) Graphics.fadeout(60) if SceneManager.scene_is?(Scene_Title) endand the rest is on Scene_Map. It looks like it fades in when the game is loaded or a battle has ended, but it doesn't seem to differenciate between the two
So, what, would I goSpoilerclass Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Execute Transition # Performs a fade in when the screen has been blacked out, such as # immediately after a battle or load. #-------------------------------------------------------------------------- def perform_transition if Graphics.brightness == 0 Graphics.transition(0) fadein(fadein_speed) else super end end #-------------------------------------------------------------------------- # * Get Transition Speed #-------------------------------------------------------------------------- def transition_speed return 15 end #-------------------------------------------------------------------------- # * Pre-Termination Processing #-------------------------------------------------------------------------- def pre_terminate super pre_battle_scene if SceneManager.scene_is?(Scene_Battle) pre_title_scene if SceneManager.scene_is?(Scene_Title) end
class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Execute Transition # Performs a fade in when the screen has been blacked out, such as # immediately after a battle or load. #-------------------------------------------------------------------------- def perform_transition if Graphics.brightness == 0 && !SceneManager.scene_is?(Scene_Battle) Graphics.transition(0) fadein(fadein_speed) else super end end ? And I don't know what "super" means for if the !SceneManager.scene_is?(Scene_Battle) returns false
Getting rid of by #-ing out
Graphics.fadeout(30) if SceneManager.scene_is?(Scene_Map)allows for me to have it so that the screen doesn't fade in after battle (which is awesome because now I can make it so that say you lose a battle to someone and next thing you realize, you're in a cell), but I can't seem to get it to where it doesn't auto fade in when a battle starts. -
Here you go:
module Battle_Transition # Turn On Switch ID SWITCH = 1 # If this switch will be turned on, there will be no transition endclass Scene_Map alias :sm_12_pbt_e222 :perform_battle_transition def perform_battle_transition return if $game_switches[Battle_Transition::SWITCH] sm_12_pbt_e222 endendclass Scene_Battle alias :sb_12_pt_e222 :pre_terminate def pre_terminate if SceneManager.scene_is?(Scene_Map) && $game_switches[Battle_Transition::SWITCH] return super else sb_12_pt_e222 end endendWith the keyword "super" you call the method of the parent-class.
In your example it would call the "perform_transition" function of Scene_Base -
That didn't work for me. On a fresh project I faded out the screen, turned the switch on, then went into battle, and the screen faded in automatically.