Changing opacity of event while it moves

● ARCHIVED · READ-ONLY
Started by thepsyche 6 posts View original ↗
  1. Hi everyone,

    I want to creating a pulsating effect with opacity in the event commands by doing something similar to the following:

    Spoiler
    ◆Set Movement Route:This Event (Wait)
    : :◇Opacity:125
    : :◇Wait:3 frames
    : :◇Opacity:135
    : :◇Wait:3 frames
    : :◇Opacity:145
    : :◇Wait:3 frames
    : :◇Opacity:155
    : :◇Wait:3 frames
    : :◇Opacity:165
    : :◇Wait:3 frames
    : :◇Opacity:175
    : :◇Wait:3 frames
    : :◇Opacity:185
    : :◇Wait:3 frames
    : :◇Opacity:195
    : :◇Wait:3 frames
    : :◇Opacity:205

    That's not the whole thing, but you get the idea. I'm making a move route that phases the opacity of an event to different levels and want it to be constantly active.

    However, to also have the same event controllable through other move routes as well doesn't seem immediately obvious to me. Is it impossible with the default engine?

    Thanks.
  2. You can also opt to have a parallel process event calling the change opacity for your event/s over time. Just be careful how u set it up since if used uncorrectly it can lead to lags etc
  3. Characters can only have active move route at a time. You should be able to use script calls to alter the opacity, though. This seemed to work OK for me in a parallel event, though you'll probably want to tweak the numbers: it's currently set to bounce event #1's opacity between 100 & 250 in jumps of 10 every 3 frames.
    Spoiler
    Code:
    ◆Wait:3 frames
    ◆If:Self Switch A is ON
      ◆Script:$gameMap.event(1)._opacity += 10;
      ◆If:Script:$gameMap.event(1)._opacity >= 250
        ◆Comment:Stop fading in, start fading out.
        ◆Control Self Switch:A = OFF
        ◆
      :End
      ◆
    :Else
      ◆Script:$gameMap.event(1)._opacity -= 10;
      ◆If:Script:$gameMap.event(1)._opacity <= 100
        ◆Comment:Stop fading out, start fading in.
        ◆Control Self Switch:A = ON
        ◆
      :End
      ◆
    :End
  4. Thanks very much everyone!
  5. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.