Is there a way to edit the default script to make it so the "fade out" effect is a different color?

Little Paw

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Not just the Fade Out event, but also transition fades. My game uses a specific color palette and I need it to be a shade of green rather than black.
 

Shaz

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I would take a poke around Spriteset_Map.update_viewports.

@viewport3.color.set(0, 0, 0, 255 - $game_map.screen.brightness)Maybe changing the 0, 0, 0 to something slightly greener would do what you're after. I don't know whether it'd cover Fade Out or transition or both, but it's a start.Not sure if it's related, but from the help file, under Graphics:

Graphics.transition([duration[, filename[, vague]]])

Carries out a transition from the screen frozen by Graphics.freeze to the current screen.

duration is the number of frames the transition will last. The default is 10.

filename specifies the file name of the transition graphic. When not specified, a standard fade will be used. Also automatically searches files included in RGSS-RTP and encrypted archives. File extensions may be omitted.

vague sets the ambiguity of the borderline between the graphic's starting and ending points. The larger the value, the greater the ambiguity. The default is 40.

Graphics.brightness

The brightness of the screen. Takes a value from 0 to 255. The fadeout, fadein, and transition methods change this value internally, as required.
and from Scene_Map:

Code:
def perform_transition  if Graphics.brightness == 0    Graphics.transition(0)    fadein(fadein_speed)  else    super  endend#--------------------------------------------------------------------------# * Fadein Screen#--------------------------------------------------------------------------def fadein(duration)  fade_loop(duration) {|v| Graphics.brightness = v }end#--------------------------------------------------------------------------# * Fadeout Screen#--------------------------------------------------------------------------def fadeout(duration)  fade_loop(duration) {|v| Graphics.brightness = 255 - v }end
 
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Little Paw

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I would take a poke around Spriteset_Map.update_viewports.

@viewport3.color.set(0, 0, 0, 255 - $game_map.screen.brightness)Maybe changing the 0, 0, 0 to something slightly greener would do what you're after. I don't know whether it'd cover Fade Out or transition or both, but it's a start.Not sure if it's related, but from the help file, under Graphics:

and from Scene_Map:

def perform_transition if Graphics.brightness == 0 Graphics.transition(0) fadein(fadein_speed) else super endend#--------------------------------------------------------------------------# * Fadein Screen#--------------------------------------------------------------------------def fadein(duration) fade_loop(duration) {|v| Graphics.brightness = v }end#--------------------------------------------------------------------------# * Fadeout Screen#--------------------------------------------------------------------------def fadeout(duration) fade_loop(duration) {|v| Graphics.brightness = 255 - v }end
Well, that first thing doesn't seem to have done it, and I'm not really sure what you mean by the second part...
 

Tsukihime

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Insert in scripts

class Spriteset_Map def update_viewports @viewport1.tone.set($game_map.screen.tone) @viewport1.ox = $game_map.screen.shake @viewport2.color.set($game_map.screen.flash_color) @viewport3.color.set(0, 128, 0, 255 - $game_map.screen.brightness) @viewport1.update @viewport2.update @viewport3.update endendUse "Fadeout Screen"What transition fade?
 

Little Paw

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Insert in scripts

class Spriteset_Map def update_viewports @viewport1.tone.set($game_map.screen.tone) @viewport1.ox = $game_map.screen.shake @viewport2.color.set($game_map.screen.flash_color) @viewport3.color.set(0, 128, 0, 255 - $game_map.screen.brightness) @viewport1.update @viewport2.update @viewport3.update endendUse "Fadeout Screen"What transition fade?
Does it matter which one? I've been using Black fade though.
 

Shaz

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Transition from what to what?
 

Little Paw

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Transition from what to what?
Everywhere. From one map to another, from field to battle (and back), anytime the screen has to fade to black, I need to make it fade to green. Specifically, 24, 48, 48.
 

Shaz

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So you're talking about the Transfer event command.


There are other types of transition.
 

Little Paw

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So you're talking about the Transfer event command.

There are other types of transition.
Not only that though. I also mean even when loading the game from the title screen, etc. Whenever it fades to black, basically.
 

Little Paw

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Someone please help :( This is pretty much the last thing I need to do before the game is done.

Edit: I also realize I have another problem. How can I change the color of the slip damage flash when walking around? And is it possible to change the frequency of the slip damage so that it happens every step?
 
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AwesomeCool

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#Snippet by: AwesomeCoolclass Scene_Map < Scene_Base def fadein(duration) fade_loop(duration) {|v| @viewport.color.set(24, 48, 48, 255 - v)} end def fadeout(duration) fade_loop(duration) {|v| @viewport.color.set(24, 48, 48, v) } endendThis will make all transfers fade-out and in from the color you specified.  :)
 

Shaz

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Little Paw, please do not bump your topic unless it has been 72 hours later since your last post. You can review our forum rules here. Thank you.


Also, your second question is a different issue completely. Please ask different questions in different threads, so they can be closed when resolved (and so others searching for the same question don't get shown topics with totally unrelated titles.
 

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