Overworld Tint and Battleback

Discussion in 'RPG Maker VX Ace' started by MaxGamez, Jun 24, 2019.

    Tags:
  1. MaxGamez

    MaxGamez Yeeter Member

    Messages:
    3
    Likes Received:
    0
    Location:
    Someplace
    First Language:
    English
    Primarily Uses:
    RMVXA
    So, im currently making a game on RMVXA and in one of the areas you're in some sort of Volcanic or Hot area and i put as a tint for it to be Red, And so when i test it to see if it looked good and When i went into battle, the battleback i used as well as the Enemies, they all changed into a bit of a reddish color...

    (No Tint)

    Within The Forest 6_23_2019 9_24_40 AM.png

    (With Tint)

    Within The Forest 6_23_2019 9_25_07 AM.png


    Does anyone know if there is a way to avoid this from happening? If so i'd really appreciate it!
    =3
     
    #1
  2. Shiro-chan

    Shiro-chan Veteran Veteran

    Messages:
    92
    Likes Received:
    18
    First Language:
    German
    Primarily Uses:
    RMVXA
    Code:
    #=================================================
    # No Battle Screen Tint by Snow
    #--------------------------------------------
    
    class Spriteset_Battle
      TINT_SWITCH = 235      #<--- Switch ID
    
      # If switch is ON, the battle will use the map's tint
      # If switch is OFF, the battle will not use a tint
      # You can also leave the switch ID at 0 to disable battle tints altogether.
    
      def update_viewports
              unless $game_switches[TINT_SWITCH]
              @viewport1.tone.set(0, 0, 0, 0)
              else
              @viewport1.tone.set($game_troop.screen.tone)
              end
            @viewport1.ox = $game_troop.screen.shake
            @viewport2.color.set($game_troop.screen.flash_color)
            @viewport3.color.set(0, 0, 0, 255 - $game_troop.screen.brightness)
            @viewport1.update
            @viewport2.update
            @viewport3.update
      end
    end
    Put this script into your script editor, change the switch to one you don't use (and don't forget to name the switch accordingly in your switch list so you don't accidentally use it for something else).

    Please credit Snow if you use this script.
     
    #2
  3. MaxGamez

    MaxGamez Yeeter Member

    Messages:
    3
    Likes Received:
    0
    Location:
    Someplace
    First Language:
    English
    Primarily Uses:
    RMVXA
    Thanks i appreciate the help
    =D
     
    #3
  4. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

    Messages:
    4,455
    Likes Received:
    5,048
    Location:
    Riftverse
    First Language:
    Indonesian
    Primarily Uses:
    RMVXA
    The script may cause incompatibilities for some script. If you do use it, put it above everything else.
    Code:
    #=================================================
    # No Battle Screen Tint by Snow
    #--------------------------------------------
    
    class Spriteset_Battle
      TINT_SWITCH = 235      #<--- Switch ID
    
      # If switch is ON, the battle will use the map's tint
      # If switch is OFF, the battle will not use a tint
      # You can also leave the switch ID at 0 to disable battle tints altogether.
    
      alias tint_viewports update_viewport
      def update_viewports
        tint_viewports
        @viewport1.tone.set(0, 0, 0, 0) unless $game_switches[TINT_SWITCH]
      end
    end
    
    This version, you can put anywhere on your script list, as long as it's above 'main'
     
    #4
    Shiro-chan and Heirukichi like this.

Share This Page