Overworld Tint and Battleback

MaxGamez

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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
 

Shiro-chan

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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.
 

MaxGamez

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Thanks i appreciate the help
=D
 

TheoAllen

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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'
 

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