Inserting commands between "fade-in" and "fade-out" when teleporting player

rapiermother

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I'm wondering how to add commands to execute during player transfers in VX Ace.

What I mean is, I'm using an event that draws a translucent single-color picture covering the screen to simulate darkness at night. Whenever I teleport anywhere, I'll have a common event (SET_LIGHTING) get called after the screen fades out, but before it fades in. SET_LIGHTING will handle determination of which picture to draw based on time of day. This allows for normal lighting while indoors, and lighting based on time of day while outdoors.

Here's how I used to accomplish it in previous versions of RPG Maker:

[IMG]http://i1371.photobucket.com/albums/ag294/rapiermother/ace_zps3a5658fd.png[/IMG]

But here's what I get in VX Ace:

[IMG]http://i1371.photobucket.com/albums/ag294/rapiermother/old_zps132da409.png[/IMG]

with no space in-between the fade-in and fade-out to put in an event call. This means I'm stuck calling the SET_LIGHTING event before or after the teleport, and that results in the "night screen" disappearing an instant before the screen fades out (when leaving the overworld), or appearing an instant after the screen fades in (when entering the overworld). It looks pretty silly.

How can I make this work?
 

Zane

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Why not just do:

  1. fadeout screen
  2. transfer player
  3. event commands
  4. fade in screen
 

rapiermother

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Well, when I create a quick teleport event, the commands above are all I get, so presumably the transfer call handles the fading in and out in one call.

I'll test what you've posted when I get home, which should be shortly. I have a feeling it will either cause really long fades (which could be acceptable) or weird double-fades with flashes of regular screen in-between. On the other hand, it might just work perfectly. Either way, I'll let you know.
 

Zane

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Well the quick events are for more new users who quickly want to make that kind of command. I'd prefer not to use those.

There's a few different ways but that one is just the command all broken up. Make sure the transfer is set to none instead of normal or white.
 

rapiermother

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Seems to sork just the way I need! Thanks Zane
 

djDarkX

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Well, also remember that when setting the transfer to set it the fade to None so there won't be a longer waiting period than the fade in and out.  For most of my games, however, I use the tint screen for the more retro fades seen in most SNES/Genesis/NES/Playstation console games.  That's just personal preference, though. :p
 

Celianna

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Just a tip: have transfer player be the last event command. Event commands will get a little fuzzy and will simply not run after the player has already exited the map it's being run on.


So basically: fade out, random event commands, transfer player - and on the NEW map; fade in screen.
 

djDarkX

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I agree with Celi. That's usually what I do with my events, especially if they have some interaction with the current map before transferring to the new one.  If you need an event to run BEFORE the fade in, then it's best to put it after the transfer to ensure it runs proper.
 

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