Graphics.transition doesn't honor target viewport tone? #199
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Reference: MapleShrine/mkxp#199
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If I have a viewport in the target frame with tone set, Graphics.transition ignores it and goes to the frame without the tone, and the tone is set at the next update.
For example, if I have a menu system that creates a new map spriteset at the background, and I go to it from a map with some dark tone set, default RGSS behavior allows this and the transition is seamless. In mkxp, however, it first transitions to the map without the tone and then the tone is suddenly set to dark.
Is this related to some known behavioral difference or a bug in my scripts/mkxp?
This definitely shouldn't be happening.
So a bug in my scripts? The game does have quite a few custom scripts ...
I tried to reproduce this in two ways right now:
In both cases, the bug you described didn't happen. Can you isolate a test case (ideally just a ruby script) that reproduces the issue? And yes, if what you describe does happen, that's a bug in mkxp.
Couldn't reproduce with the standard scripts, so I'll close this. Sorry for the trouble and thanks for help. Any ideas what this might be related to? The only thing I can think of right now is syntax differences between 1.8 and 2.x
Impossible to say without debugging the scripts.. although it doesn't sound like an issue that would be caused by Ruby differences. I encourage you to keep this bug open and to try isolating the root cause, it might be with mkxp after all.
Okay managed to reproduce it. It happens only when the Gray value in Tone is non-zero (the exact value doesn't seem to matter. When it is zero, behavior is as expected). To reproduce, (the lame minimal case I could think of), start with the stock scripts and
Scene_Menu
, add@spriteset = Spriteset_Map.new
at the top ofmain
and@spriteset.dispose
at the bottomThe tone flickers if I do this with mkxp, but not the default player
Confirmed this. Having the following in
Spriteset_Map
before the tone is set fixes transitioningEDIT: Maybe I should mention, I'm on Windows 10 x64
Thanks, changing the tone in my minimal sprite testcase also produces the issue you described. Now I have something to work off of :)