So I don't use battle backs for battles, just the actual map. One issue that seems to occur is if I have a tint, it reapplies the same tint twice. I think that is maybe on purpose, cause if I was using battle backs then the game would want to reapply the current tint.
Anyways, I tested it on a blank project and had the same issue, so I know it's none of my plugins.
I have been scouring the code all morning and can't seem to find where it is re-applied. If anyone can locate it, this would be tremendously helpful.
So I tested a troop where it tints the screen to normal and the tint goes back to the tint I wanted it. That is how I came to the conclusion that the game must be re-applying the current tint. So a medium blue goes to super dark blue.
I can work around it, but it looks awful. It flashes the snapped background and then I can store the variables and script the correct tint back after battle....but that ends up transitioning horribly.
If anyone could help, I would be super happy :) If I can find it on my own, I'll post it here.
Tinted Screen Darker In Battle
● ARCHIVED · READ-ONLY
-
-
It's not that the tint is "re-applied," rather it's the same code applying the tint to the screen in all cases- it doesn't care if you're in or out of battle. The issue is that when it takes a screenshot of your map to use as a background, that map is already tinted.
Your "workaround" is more or less the only way to address it- you either need to remove the tint before it takes the screenshot, or remove it at the start of battle, and then restore it afterward. If you're a bit savvy with javascript or have some fancy plugins, you could probably find the point where it actually switches into the battle scene after the transition, save the tint to something like a variable, then remove the tint from the screen. Then, when battle is complete and it returns to the map, you have to restore the tint settings to whatever you saved before.
The point of doing it in code rather than events is that you can make the switch while the screen is blacked out, hiding the flash. I don't know the precise functions you'd want to override, but they should be in rpg_scenes.js, and the tinting effects live in rpg_objects.js (where all event commands are processed). -
You are right. I think I found a way to make it work. I am going to have to save the tint, then change the stored tint to "normal". I have to go to work now of course :-( I hate leaving stuff unfixed. Thanks for the reply.