Battle screen tint control question *solved!*

xcom

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So I made an underground map.  Since it is underground, I did a parallel process on the map to give it a "darker look".
 

tint screen code.png
 
The problem I'm having is that the battles are also showing up darker because of the tint.  I've been messing around with the encounters, but I can't seem to get anything to work correctly.  It either doesn't work at all, or works some of the time.
I've been using Adon's On-Map Enemy Encounters

http://forums.rpgmakerweb.com/index.php?/topic/8763-on-map-enemy-encounter-systemfinished/

What been mostly working for me, but not all the time.

battle code part 1.png

battle code part 2.png
Any advice on how to properly do this?
 
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Shaz

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When you take a screenshot of an event, please include the WHOLE event window, not just the list of commands.


I am guessing you have that event set to parallel process, which means you should do an Erase Event after tinting the screen, because it's not something you need to keep repeating on every frame.
 

sixtyandaquarter

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You could do this a number of ways, but here's a simple 3 page event sequence. I'm doing this from memory, but even if your using a common event this essentially will work, only without the pages, using straight conditionals'll work just as well.

Method One (from memory, not tested, but pretty sure this'll work.)

Set your tint screen to NOT wait. Then after it add a wait event command for 1 frame.

Sometimes that wait command, even though it's just one frame, is a life saver.

-or
 

Method Two (involving pages)

Page one: No conditions.
Add your tint event.
Add a self switch, for my example I am using A.

 

Page two: Self Switch A must be on

Insert your pre-battle stuff, that balloon and such,
If win condition, if escape condition
Tint screen (You could put it in the above, but if you put it afterwards your fine too, and then only have 1 event instead of 2)
Turn on 2nd self switch, for my example I am using B.
three: Self Switch B must be on
Whatever. If you had a timer operation or something to reset the event so you could fight it agian, or what have you, that would go here. If you want the encounter to be a one time deal, leave it blank, and so on.

Adjust the self switches to anything you want, you could use a global switch, a set of variables, anything you're comfortable working with.

Hopefully one of those two'll help you.

EDIT:

I tested my two methods real quick and both work, but I did not use a parallel process, so you may want to do what Shaz says (didn't see that post for some reason lol.) So, yeah, I just set the tint via a normal event and then tested, so try that erase event first.

EDIT II:

lol, there's an even easier fix, in your troops tab you could just add an event set to turn 0 + 0, with the span being Battle. It tints the screen back to normal (I don't think you need the wait) and then that's it. You'd have to either add that to every troop that can appear in your dark areas, if you weren't using that script that makes all troops use the event pages from another. I tested this one, and it works as well. It is dark for a split moment, but with the transition (at least the default transition) it doesn't look as noticeable as the other two, which cause the map to become lightened first before the battle.

Also I tested with a parallel processe, and it's working on my end. Galuck~
 
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Vinedrius

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@ sixtyandaquareter, The problem is when you trigger a battle, it doesn't immediately tint the screen back to normal even if you set it at turn 0 or enemy hp 100% or using a switch or w/e. The battle starts with the "<instert enemy names> emerged!" text box and you have to get past that window before the tint you set in the battle process kicks in. Only then it overwrites the tint you set on the map.

I have found some method to skip that message: http://rpgmaker.net/forums/topics/14272/?post=498393

giaks from RMN

To get rid of those messages simply open the Script Editor (F11).
On the left side find Vocab and click on it.
On the right side you should an area that says

# Basic Battle Messages

also one that says

# Battle Ending Messages

Just below either of these you will see several Strings of words...things like

Emerge          = "%s emerged!"

Hold Shift+Control+F to open up the find box.
In the find box type "Vocab::Emerge" and hit Enter

A new window should open up with a line in it that leads you to BattleManager, double click on that line and add a Hash Mark '#' just before it.

Repeat this process for all the messages you want to eliminate.

Edit: Some of the messages like when you gain EXP for example won't take you directly to the line you will have to Hash mark. In that case you are looking for a line that starts...

$game_message.add
 
or

Zachary_Braun from RMN

He might want them for non-cutscene battles.

Byro, in this case, envelop those things in the script in a switch clause, like this:

if $game_switches[xx] == false #"xx" is the ID of a switch that you turn on in the game.    Emerge = "%s emerged!"else    Emerge = ""endIt might not be like that exactly, but that's the gist of it.

Now, when you'd want to skip the battle messages, you would just turn switch number xx ON.
Hope these workarounds do what you want, sorry I can't test now.
 
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Shaz

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If you're calling the battles from the map, why not just change the tint to normal prior to the battle processing command, and back to dark again after (in the 'if win'/'if lose'/'if escape' conditions if you're using them, or just after the Battle Processing call if you're not)
 

sixtyandaquarter

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@vinedrai

Ack, you're right! I didn't test it in a blank project, I tested it in one where I removed that part. I'm so used to it I didn't even realize it was missing. Yeah, sorry.
 

xcom

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When you take a screenshot of an event, please include the WHOLE event window, not just the list of commands.

I am guessing you have that event set to parallel process, which means you should do an Erase Event after tinting the screen, because it's not something you need to keep repeating on every frame.
Sorry, I didn't think about it not showing the trigger.

I tried adding the ERASE EVENT after that.  It didn't change it at all. 

If anything, it seemed to make the map lag a bit when I added it.

EDIT:  OOPS!  Attached the wrong screen shot.  Just changed it to the proper one.

tint screen code REV.png
 
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xcom

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I tried doing what sixtyandaquarter mentioned.  About just adding them to the events under the TROOPS DATABASE.  Those monsters are only going to be found in the caves and dungeons which are all going to be "tinted" maps.  So it works out fine for me.  I did have the problem that vinedrai mentioned.  Even set at the TURN 0 CONDITION.  The tint change itself does not happen until after the "XXXX emerges" message.  I thought about doing what vinedrai said and possibly removing the battle message. For now I decided I would like to keep the messages, so that's not currently an option.

EDIT:

Nope, not working like it should after all.  I really should have tested it more before I made that post.
 
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Shaz

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xcom, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


Try changing the tint before you go to battles to be 60 frames (or even higher), but UNcheck the WAIT box.


If you're getting a "random" battle in the dark, I'd be questioning whether there's an event that you haven't changed. You don't have any map encounters (random battles) set, do you? They're ALL instigated by events?
 

xcom

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xcom, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.

Try changing the tint before you go to battles to be 60 frames (or even higher), but UNcheck the WAIT box.

If you're getting a "random" battle in the dark, I'd be questioning whether there's an event that you haven't changed. You don't have any map encounters (random battles) set, do you? They're ALL instigated by events?
Nope, no random battles at all on this map.  I never liked random battles at all, so I never even added them.  Every battle is instigated by events.  I went ahead and deleted every single one map enemy but one by the entrance to test with.  I've tested for the last hour.  I'm still having the problem where some are tinted, while some are not. 

I am also using Zeus's Light & Shadows script if that might be causing the problem.

http://forums.rpgmakerweb.com/index.php?/topic/16040-zeus-lights-shadows/?hl=%20night%20%20time

I tried what you said earlier.  By adding the ERASE EVENT to the tint screen event. 

tint screen code REV.png
By itself it did nothing.  After I added CHANGE SCREEN TINT to normal right before the battle event.  After the battle itself was over, the map screen stayed the "normal tint" color.

Here's what I'm currently doing:

battle code part REV.png
For whatever reason, I'm still having random dark screens during the battles.

To drive me even crazier, at the end of the cave.  During the scripted event at the exit.  The boss battle is ALWAYS dark.  Nothing I've done so far has been able to fix it.

skeleton boos problem.png
EDIT:

It's 2:30am right now.  Maybe some sleep will make me be able to focus on this better.
 
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Shaz

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Disable the script and see if it works properly. Having a script that does the same thing as an event command, and then trying to USE the event command, can only lead to conflicts. If it works properly without the script, I think you need to decide whether to use event commands or to use the script, and stick with just one, or the other.
 

xcom

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Disable the script and see if it works properly. Having a script that does the same thing as an event command, and then trying to USE the event command, can only lead to conflicts. If it works properly without the script, I think you need to decide whether to use event commands or to use the script, and stick with just one, or the other.
I totally deleted the Zeus script from that map.  It was still hit or miss. 

The random "monster events" can give me 1 of 3 (group A, B or C) different groups, and there was no clear pattern. 

This is all using the same monster event.  I just attacked it over and over again.

1st try.

Group - Y (no dark tint) / N (dark tint battle)

B - Y

B - N

A - Y

B - Y

A - Y

A - N

C - Y

B - Y

B - Y

B - Y

Boss - NO

2nd try  (canceled out and restarted)

B - N

B - N

B - N

B - N

A - Y

B - Y

A - Y

B - Y

Boss - NO

3rd try  (canceled out and restarted)

C - Y

A - N

C - Y

C - Y

C - N

B - N

C - Y

Boss - NO

So for awhile I thought it looked like if I got the same group twice in a row, that that was causing the problem.  That proved to not be the case.  On the 2nd try, I got the same encounter 4 times in a row, and got the dark tint screen all 4 times.  Then I got a different group and it stayed the non-tine screen for the 4 I tried in a row.  All 3 times though, the boss fight screen stayed tinted. 

I have a couple ideas I'm going to try after I take a quick break. 
 

Shaz

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Can you show us the full event as screenshots?
 

xcom

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Can you show us the full event as screenshots?
This was what I was using.  It works SOME OF THE TIME.  With or without the Zeus script running on that map.

Monster encounter:

Top Half of the coding

battle code part REV.png
Bottom half of the coding

battle code part REV bottom.png
Tab 2 of it.

battle code part REV tab 2.png
The tint control event

tint screen code REV 2.png
For the life of me I cannot figure out why it's so hit or miss with the tint change. 

I did try several other things. 

I did try a SWITCH to turn the tinting off and on.  With ON being the DARK SCREEN, and OFF being the NORMAL SCREEN.

It seems to work, but the tint changes before the battle effect and after the combat ends.  So the map becomes clear a second before the battle, and stays clear a second after it's over. 

The only other thing I've found that works every time with no little change hicup, is having the tint change in the BATTLE EVENT control under the TROOPS database.  The problem with that, like stated earlier, is that the map stays the "dark tint" color, the text that says "XXXXXX emereged!" pops up, and then the tint changes.  I know I can remove that flavor text and it should work fine, but there's no way I've found to get that to make the change before the EMERGED text pops up.

EDIT:

I just found a way to make it work!  I did some more digging on the web.  I knew I couldn't have been the first person to have had this problem before.  I changed the wording of my Google search around and I found something!  I found this old post about a script to solve this problem that someone made about 2 years ago.  I was a little worried about it not working, BUT IT DID!  YAY!

The post: 

http://www.rpgmakervxace.net/topic/6895-disable-map-tint-in-battles/

Everything works like I want it to now.  No flickering, no delays, and works every single time which includes the boss fight!

I'm a happy programmer now.  BD
 
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