[RMVX ACE] HOW TO REMOVE FADE / COLLAPSE EFFECT FROM WINDOWS?

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I should apologize in advance: This is technically two different questions, (probably with two different solutions) but both issues are so similar that I would have felt silly dedicating a separate thread to each.

Problem 1: The message window has a sort of squshing/expanding animation every time it opens and closes. I would like to either disable this effect, or reduce the animation time to 1 frame so it appears like it is opening and closing instantly.

Problem 2: Whenever you open or close the main menu, there is a slight fade-in/fade-out effect. I would also like this disabled, or reduced to 1 frame.

I've been Googling this for days, and came up with nothing. I've also tried my luck searching the Script Editor with Ctrl+Shift+F, but I don't know what terms to search.

Any information at all would be appreciated.

Thanks!!
Marrend
Guardian of the Description Thread
21806
I'm not so sure of the first issue. Technically speaking, there is an "openness" property that is contained in the Window class. Of which Window_Base is a child of. However, $game_message has no references to Window_Base that I can see, so, I'm at a loss of how this effect occurs. The logic in my head is that the message box has some kind of update method that increments the "openness" property until it hits 255 (fully open), then starts to render the text. It's just a question of where it is.

For the second issue, I was able to find...

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Determine if Menu is Called due to Cancel Button
  #--------------------------------------------------------------------------
  def update_call_menu
    if $game_system.menu_disabled || $game_map.interpreter.running?
      @menu_calling = false
    else
      @menu_calling ||= Input.trigger?(:B)
      call_menu if @menu_calling && !$game_player.moving?
    end
  end
  #--------------------------------------------------------------------------
  # * Call Menu Screen
  #--------------------------------------------------------------------------
  def call_menu
    Sound.play_ok
    SceneManager.call(Scene_Menu)
    Window_MenuCommand::init_command_position
  end
end

...these two functions. Which relays to me that the pause in regards to Scene_Menu is strictly from all the windows being processed.

class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    super
    create_command_window
    create_gold_window
    create_status_window
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_MenuCommand.new
    @command_window.set_handler(:item,      method(:command_item))
    @command_window.set_handler(:skill,     method(:command_personal))
    @command_window.set_handler(:equip,     method(:command_personal))
    @command_window.set_handler(:status,    method(:command_personal))
    @command_window.set_handler(:formation, method(:command_formation))
    @command_window.set_handler(:save,      method(:command_save))
    @command_window.set_handler(:game_end,  method(:command_game_end))
    @command_window.set_handler(:cancel,    method(:return_scene))
  end
  #--------------------------------------------------------------------------
  # * Create Gold Window
  #--------------------------------------------------------------------------
  def create_gold_window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = Graphics.height - @gold_window.height
  end
  #--------------------------------------------------------------------------
  # * Create Status Window
  #--------------------------------------------------------------------------
  def create_status_window
    @status_window = Window_MenuStatus.new(@command_window.width, 0)
  end
end



*Edit: Unless, by "slight fade in/fade out effect", you mean the background?

class Scene_MenuBase < Scene_Base
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    super
    create_background
    @actor = $game_party.menu_actor
  end
  #--------------------------------------------------------------------------
  # * Create Background
  #--------------------------------------------------------------------------
  def create_background
    @background_sprite = Sprite.new
    @background_sprite.bitmap = SceneManager.background_bitmap
    @background_sprite.color.set(16, 16, 16, 128)
  end
end



*Edit2: Darigaaz, there's a Window_Message class. I feel like an idiot now.

So, for the first issue...

class Window_Message < Window_Base
  #--------------------------------------------------------------------------
  # * Update Open Processing
  #--------------------------------------------------------------------------
  def update_open
    self.openness += 255
    @opening = false if open?
  end
  #--------------------------------------------------------------------------
  # * Update Close Processing
  #--------------------------------------------------------------------------
  def update_close
    self.openness -= 255
    @closing = false if close?
  end
end

...that should cause the message window to open and close in an instant.
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