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Cinematic Fade In/Out

v20.1 Cinematic Fade In/Out 2021-06-09

This resource pertains to version 20.1 of Pokémon Essentials.
Pokémon Essentials Version
v20.1 ➖
fadein.gif

Okay I should have made a nicer map but I didn't want to go out of my way for a demo GIF

This is a script that shows the player character fading into a black screen when transitioning from one map to another!

Code
This was updated to v20 by lavendersiren!
Ruby:
Expand Collapse Copy
# -----------------------------
# Cinematic Fade In/Out 1.2 - by TechSkylander1518 , updated to work in 20.1 by lavendersiren
#
# -----------------------------------
# How to use:
# stick this in a scriptlet and edit the values as needed.
# cinTransition(mapid,x,y,dir=nil) (dir is optional, uses numpad notation)
# cinFadeOut or cinFadeIn can also be used instead if you just want the transition lead in/lead out applied separately.
# ---------------------------------

#Fade Speed is how fast the player sprite and screen fade out
FADE_SPEED = 15

class TrainerWalkingCharSprite < SpriteWrapper
  def direction=(value)
    @direction = value
    self.src_rect.y = @animbitmap.bitmap.height/4*@direction
  end
end

def dummyMove
  return if !$game_temp.cin_player
  case $game_player.direction
  when 2
    $game_temp.cin_player.y += 1
    $game_map.display_y += 5
    pbUpdateSceneMap
    $game_temp.cin_player.update
    Graphics.update
  when 4
    $game_temp.cin_player.x -= 1
    $game_map.display_x -= 5
    pbUpdateSceneMap
    $game_temp.cin_player.update
    Graphics.update
  when 6
    $game_temp.cin_player.x += 1
    $game_map.display_x += 5
    pbUpdateSceneMap
    $game_temp.cin_player.update
    Graphics.update
  when 8
    $game_temp.cin_player.y -= 1
    $game_map.display_y -= 5
    pbUpdateSceneMap
    $game_temp.cin_player.update
    Graphics.update
  end
end

def cinFadeOut
  pbMoveRoute($game_player,[PBMoveRoute::Opacity,0],true)
  $game_player.transparent = true
  pbWait(1)
  $game_temp.cin_viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
  $game_temp.cin_viewport.z = 99998
  meta = GameData::PlayerMetadata.get($player.character_ID) #meta = GameData::Metadata.get_player($player.character_ID)
  filename = pbGetPlayerCharset(meta.walk_charset,nil,true) #pbGetPlayerCharset(meta,1,nil,true)
  $game_temp.cin_player = TrainerWalkingCharSprite.new(filename,$game_temp.cin_viewport)
  #need to figure out how to grab the player sprite from file name
  $game_temp.cin_player.animspeed = $game_player.move_speed * 3
  charwidth = $game_temp.cin_player.bitmap.width
  charheight = $game_temp.cin_player.bitmap.height
  $game_temp.cin_player.ox = charwidth/8
  $game_temp.cin_player.oy = charheight/8
  $game_temp.cin_player.x = (Graphics.width/2)
  $game_temp.cin_player.y = (Graphics.height/2) - 8
  pbDayNightTint($game_temp.cin_player)
  case $game_player.direction
  when 2
    $game_temp.cin_player.direction = 0
  when 4
    $game_temp.cin_player.direction = 1
  when 6
    $game_temp.cin_player.direction = 2
  when 8
    $game_temp.cin_player.direction = 3
  end
  $game_temp.cin_player.update
  Graphics.update
  $game_temp.cin_bg = BitmapSprite.new(Graphics.width,Graphics.height,$game_temp.cin_viewport)
  $game_temp.cin_bg.bitmap.fill_rect(0,0,Graphics.width,Graphics.height,Color.new(0,0,0))
  $game_temp.cin_bg.opacity = 0
  $game_temp.cin_player.z = 99999
  loop do
    break if $game_temp.cin_bg.opacity >= 255
    $game_temp.cin_bg.opacity += FADE_SPEED
    dummyMove
    $game_temp.cin_player.update
    Graphics.update
  end
  10.times do
    $game_temp.cin_player.update
  end
  loop do
    break if $game_temp.cin_player.opacity <= 0
    $game_temp.cin_player.opacity -= FADE_SPEED
    dummyMove
    Graphics.update
  end
  $game_temp.cin_bg.dispose
  $game_temp.cin_bg = nil
  $game_temp.cin_player.dispose
  $game_temp.cin_player = nil
  $game_temp.cin_viewport.dispose
  $game_temp.cin_viewport = nil
  pbMoveRoute($game_player,[PBMoveRoute::Opacity,255],true)
  $game_player.transparent=false
  $game_map.update
end



def cinFadeIn
  $game_temp.cin_viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
  $game_temp.cin_viewport.z = 99998
  $game_temp.cin_bg = BitmapSprite.new(Graphics.width,Graphics.height,$game_temp.cin_viewport)
  $game_temp.cin_bg.bitmap.fill_rect(0,0,Graphics.width,Graphics.height,Color.new(0,0,0))
  pbMoveRoute($game_player,[PBMoveRoute::Opacity,0],true)
  $game_player.transparent = true
  pbWait(1)
  #and we do it here too
  meta = GameData::PlayerMetadata.get($player.character_ID) #meta = GameData::Metadata.get_player($player.character_ID)
  filename = pbGetPlayerCharset(meta.walk_charset,nil,true) #filename = pbGetPlayerCharset(meta,1,nil,true)
  $game_temp.cin_player = TrainerWalkingCharSprite.new(filename,$game_temp.cin_viewport)
  $game_temp.cin_player.animspeed = $game_player.move_speed * 3
  charwidth = $game_temp.cin_player.bitmap.width
  charheight = $game_temp.cin_player.bitmap.height
  $game_temp.cin_player.ox = charwidth/8
  $game_temp.cin_player.oy = charheight/8
  $game_temp.cin_player.x = (Graphics.width/2)
  $game_temp.cin_player.y = (Graphics.height/2) - 8
  pbDayNightTint($game_temp.cin_player)
  preplayer = (255/FADE_SPEED) * 2
  premap = (255/FADE_SPEED) * 10
  case $game_player.direction
  when 2
    $game_temp.cin_player.direction = 0
    $game_temp.cin_player.y -= preplayer
    $game_map.display_y -= premap
    pbUpdateSceneMap
  when 4
    $game_temp.cin_player.direction = 1
    $game_temp.cin_player.x += preplayer
    $game_map.display_x += premap
    pbUpdateSceneMap
  when 6
    $game_temp.cin_player.direction = 2
    $game_temp.cin_player.x -= preplayer
    $game_map.display_x -= premap
    pbUpdateSceneMap
  when 8
    $game_temp.cin_player.direction = 3
    $game_temp.cin_player.y += preplayer
    $game_map.display_y += premap
    pbUpdateSceneMap
  end
  $game_temp.cin_player.z = 99999
  $game_temp.cin_player.opacity = 0
  loop do
    break if $game_temp.cin_player.opacity >= 255
    $game_temp.cin_player.opacity += FADE_SPEED
    $game_temp.cin_player.update
    dummyMove
    Graphics.update
  end
  loop do
    break if $game_temp.cin_bg.opacity <= 0
    $game_temp.cin_bg.opacity -= FADE_SPEED
    dummyMove
    $game_temp.cin_player.update
    Graphics.update
  end
  $game_temp.cin_bg.dispose
  $game_temp.cin_bg = nil
  $game_temp.cin_player.dispose
  $game_temp.cin_player = nil
  $game_temp.cin_viewport.dispose
  $game_temp.cin_viewport = nil
  pbMoveRoute($game_player,[PBMoveRoute::Opacity,255],true)
  $game_player.transparent = false
  $game_map.update
end

def cinTransition(mapid,x,y,dir=nil)
  cinFadeOut
  case dir
  when nil,"retain","Retain","0"
    dir = 0
  when "2","up","Up"
    dir = 2
  when "4","left","Left"
    dir = 4
  when "6","right","Right"
    dir = 6
  when "8","down","Down"
    dir = 8
  end
  $game_temp.player_new_map_id    = mapid
  $game_temp.player_new_x         = x
  $game_temp.player_new_y         = y
  $game_temp.player_new_direction = dir
  $scene.transfer_player
  $game_map.autoplay
  $game_map.refresh
  cinFadeIn
end

class Game_Temp
  attr_accessor :cin_player
  attr_accessor :cin_bg
  attr_accessor :cin_viewport
end
Ruby:
Expand Collapse Copy
#Fade Speed is how fast the player sprite and screen fade out
FADE_SPEED = 15

class TrainerWalkingCharSprite < SpriteWrapper
  def direction=(value)
    @direction = value
    self.src_rect.y = @animbitmap.bitmap.height/4*@direction
  end
end

def dummyMove
  return if !$PokemonTemp.cin_player
  case $game_player.direction
  when 2
    $PokemonTemp.cin_player.y += 1
    $game_map.display_y += 5
    pbUpdateSceneMap
    $PokemonTemp.cin_player.update
    Graphics.update
  when 4
    $PokemonTemp.cin_player.x -= 1
    $game_map.display_x -= 5
    pbUpdateSceneMap
    $PokemonTemp.cin_player.update
    Graphics.update
  when 6
    $PokemonTemp.cin_player.x += 1
    $game_map.display_x += 5
    pbUpdateSceneMap
    $PokemonTemp.cin_player.update
    Graphics.update
  when 8
    $PokemonTemp.cin_player.y -= 1
    $game_map.display_y -= 5
    pbUpdateSceneMap
    $PokemonTemp.cin_player.update
    Graphics.update
  end
end

def cinFadeOut
  pbMoveRoute($game_player,[PBMoveRoute::Opacity,0],true)
  $game_player.transparent = true
  pbWait(1)
  $PokemonTemp.cin_viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
  $PokemonTemp.cin_viewport.z = 99998
  meta = GameData::Metadata.get_player($Trainer.character_ID)
  filename = pbGetPlayerCharset(meta,1,nil,true)
  $PokemonTemp.cin_player = TrainerWalkingCharSprite.new(filename,$PokemonTemp.cin_viewport)
  $PokemonTemp.cin_player.animspeed = $game_player.move_speed * 3
  charwidth = $PokemonTemp.cin_player.bitmap.width
  charheight = $PokemonTemp.cin_player.bitmap.height
  $PokemonTemp.cin_player.ox = charwidth/8
  $PokemonTemp.cin_player.oy = charheight/8
  $PokemonTemp.cin_player.x = (Graphics.width/2)
  $PokemonTemp.cin_player.y = (Graphics.height/2) - 8
  pbDayNightTint($PokemonTemp.cin_player)
  case $game_player.direction
  when 2
    $PokemonTemp.cin_player.direction = 0
  when 4
    $PokemonTemp.cin_player.direction = 1
  when 6
    $PokemonTemp.cin_player.direction = 2
  when 8
    $PokemonTemp.cin_player.direction = 3
  end
  $PokemonTemp.cin_player.update
  Graphics.update
  $PokemonTemp.cin_bg = BitmapSprite.new(Graphics.width,Graphics.height,$PokemonTemp.cin_viewport)
  $PokemonTemp.cin_bg.bitmap.fill_rect(0,0,Graphics.width,Graphics.height,Color.new(0,0,0))
  $PokemonTemp.cin_bg.opacity = 0
  $PokemonTemp.cin_player.z = 99999
  loop do
    break if $PokemonTemp.cin_bg.opacity >= 255
    $PokemonTemp.cin_bg.opacity += FADE_SPEED
    dummyMove
    $PokemonTemp.cin_player.update
    Graphics.update
  end
  10.times do
    $PokemonTemp.cin_player.update
  end
  loop do
    break if $PokemonTemp.cin_player.opacity <= 0
    $PokemonTemp.cin_player.opacity -= FADE_SPEED
    dummyMove
    Graphics.update
  end
  $PokemonTemp.cin_bg.dispose
  $PokemonTemp.cin_bg = nil
  $PokemonTemp.cin_player.dispose
  $PokemonTemp.cin_player = nil
  $PokemonTemp.cin_viewport.dispose
  $PokemonTemp.cin_viewport = nil
  pbMoveRoute($game_player,[PBMoveRoute::Opacity,255],true)
  $game_player.transparent=false
  $game_map.update
end



def cinFadeIn
  $PokemonTemp.cin_viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
  $PokemonTemp.cin_viewport.z = 99998
  $PokemonTemp.cin_bg = BitmapSprite.new(Graphics.width,Graphics.height,$PokemonTemp.cin_viewport)
  $PokemonTemp.cin_bg.bitmap.fill_rect(0,0,Graphics.width,Graphics.height,Color.new(0,0,0))
  pbMoveRoute($game_player,[PBMoveRoute::Opacity,0],true)
  $game_player.transparent = true
  pbWait(1)
  meta = GameData::Metadata.get_player($Trainer.character_ID)
  filename = pbGetPlayerCharset(meta,1,nil,true)
  $PokemonTemp.cin_player = TrainerWalkingCharSprite.new(filename,$PokemonTemp.cin_viewport)
  $PokemonTemp.cin_player.animspeed = $game_player.move_speed * 3
  charwidth = $PokemonTemp.cin_player.bitmap.width
  charheight = $PokemonTemp.cin_player.bitmap.height
  $PokemonTemp.cin_player.ox = charwidth/8
  $PokemonTemp.cin_player.oy = charheight/8
  $PokemonTemp.cin_player.x = (Graphics.width/2)
  $PokemonTemp.cin_player.y = (Graphics.height/2) - 8
  pbDayNightTint($PokemonTemp.cin_player)
  preplayer = (255/FADE_SPEED) * 2
  premap = (255/FADE_SPEED) * 10
  case $game_player.direction
  when 2
    $PokemonTemp.cin_player.direction = 0
    $PokemonTemp.cin_player.y -= preplayer
    $game_map.display_y -= premap
    pbUpdateSceneMap
  when 4
    $PokemonTemp.cin_player.direction = 1
    $PokemonTemp.cin_player.x += preplayer
    $game_map.display_x += premap
    pbUpdateSceneMap
  when 6
    $PokemonTemp.cin_player.direction = 2
    $PokemonTemp.cin_player.x -= preplayer
    $game_map.display_x -= premap
    pbUpdateSceneMap
  when 8
    $PokemonTemp.cin_player.direction = 3
    $PokemonTemp.cin_player.y += preplayer
    $game_map.display_y += premap
    pbUpdateSceneMap
  end
  $PokemonTemp.cin_player.z = 99999
  $PokemonTemp.cin_player.opacity = 0
  loop do
    break if $PokemonTemp.cin_player.opacity >= 255
    $PokemonTemp.cin_player.opacity += FADE_SPEED
    $PokemonTemp.cin_player.update
    dummyMove
    Graphics.update
  end
  loop do
    break if $PokemonTemp.cin_bg.opacity <= 0
    $PokemonTemp.cin_bg.opacity -= FADE_SPEED
    dummyMove
    $PokemonTemp.cin_player.update
    Graphics.update
  end
  $PokemonTemp.cin_bg.dispose
  $PokemonTemp.cin_bg = nil
  $PokemonTemp.cin_player.dispose
  $PokemonTemp.cin_player = nil
  $PokemonTemp.cin_viewport.dispose
  $PokemonTemp.cin_viewport = nil
  pbMoveRoute($game_player,[PBMoveRoute::Opacity,255],true)
  $game_player.transparent = false
  $game_map.update
end

def cinTransition(mapid,x,y,dir=nil)
  cinFadeOut
  case dir
  when nil,"retain","Retain","0"
    dir = 0
  when "2","up","Up"
    dir = 2
  when "4","left","Left"
    dir = 4
  when "6","right","Right"
    dir = 6
  when "8","down","Down"
    dir = 8
  end
  $game_temp.player_new_map_id    = mapid
  $game_temp.player_new_x         = x
  $game_temp.player_new_y         = y
  $game_temp.player_new_direction = dir
  $scene.transfer_player
  $game_map.autoplay
  $game_map.refresh
  cinFadeIn
end

class PokemonTemp
  attr_accessor :cin_player
  attr_accessor :cin_bg
  attr_accessor :cin_viewport
end

If you're using v18, change this line:
Ruby:
Expand Collapse Copy
    meta = GameData::Metadata.get_player($Trainer.character_ID)
to:
Ruby:
Expand Collapse Copy
    meta = pbGetMetadata(0,MetadataPlayerA+trainer.metaID)
Calls

You'll usually be using cinTransition(mapid,x,y) If the player is changing direction, use dir= to set it to the new direction. (You can do a string with the direction name, capitalized or not- "up" or "Up"- or use the standard direction numbers, 2- up, 4-left, 6-right, 8-down)

If you want to just use this for half of the transition, you can use cinFadeOut before a transition, or cinFadeIn after it.

Change FADE_SPEED at the top to adjust how quickly it fades out!

Todo List
  • Get a nicer GIF for this, lol​
Credits
Initial code- TechSkylander1518
Bugfixes and other improvements- Golisopod User
Concept - Nocturn
v20 update - lavendersiren
Author
TechSkylander1518
Views
2,634
First release
Last update

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