QUOTE (brewmeister @ Mar 30 2011, 02:01 AM)

I assume you mean a fade-out on the map like the fade-out in battle??
There is no graceful way to do it with event commands alone.
There is a built-in 'collapse' command on the RPG::Sprite class, but it's pretty quick.
Best I can think of is to extend the Game_Character & Sprite_Character classes, and implement our own 'collapse' method.
Paste this script in a new script above Main, event instructions included...
CODE
#======================================================================
========
# ** Collapse Enemy Sprite
#------------------------------------------------------------------------------
# Modify the Game_Character & Sprite_Character classes to enable
# "collapse" effect on a map sprite
# to call from an enemy event:
# @> Script: $game_map.events[@event_id].collapse = true
# @> Wait:127 frame(s)
# @> Control Self Switch: A = ON
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :collapse
alias collapse_init initialize
def initialize
collapse_init
@collapse = false
end
end
class Sprite_Character
alias collapse_init initialize
alias collapse_update update
def initialize(viewport, character = nil)
@collapse_duration = 0
collapse_init(viewport, character)
end
def update
collapse_update
if @character.collapse
collapse
@character.collapse = false
end
if @collapse_duration > 0
@collapse_duration -= 1
self.opacity = @collapse_duration * 2
if @collapse_duration == 0
@character.transparent = true
end
end
end
def collapse
self.blend_type = 1
self.color.set(255, 0, 0, 127)
@collapse_duration = 127
end
end
Wow thanks for all your kind replies. Anyway, I am now trying out the script. I will post the results later. Thanks!