Shadow Partner

● ARCHIVED · READ-ONLY
Started by Kaliya 104 posts Page 2 of 6 View original ↗
  1. Wow, you really went to town on this, good job.
  2. You're welcome.

    Note: I did a minor update to this just now as when testing another plugin I notice I made a type in this plugin and the states were not being applied. The latest is now v1.12
  3. Liquidize said:
    You are unable to have more than 1 state on an actor/battler at a given time that gives shadows, it will not allow you to have more than 1 type of shadow active. This is by design, it isn't a bug so don't think it is if you do try to do it. There are plans in the work to make it so you are able too, but that'd basically require a near complete rewrite of the plugin to which I will do eventually. 


    Thank you for the support, and I hope you enjoy your shadows!
    Honestly, I think this is sufficient for pretty much any game.  Chances are if you have the ability to use too many shadows you need to re-balance your game.   ;)
  4. The shadow for some reason remains on enemies after they are defeated if used with certain hit. Is this a bug or by design?

    Also the color of the shadow(1 showing only)is pure black now. I prefer the 1.0 vanilla version of transparent black (multiple shadows up to 3) how to I return to the original settings with the new plugin update?
  5. Nohmaan said:
    Honestly, I think this is sufficient for pretty much any game.  Chances are if you have the ability to use too many shadows you need to re-balance your game.   ;)
    I would hope the suggestions I made above are still in the pipeline though! :D
  6. Roguedeus said:
    I would hope the suggestions I made above are still in the pipeline though! :D
    Yeah I think the regenerative shadow status is pretty cool- especially for a ninja class or a necromancer with some sort of 'protective ghost' power.
  7.  

    Sol Rising said:
    The shadow for some reason remains on enemies after they are defeated if used with certain hit. Is this a bug or by design?

    Also the color of the shadow(1 showing only)is pure black now. I prefer the 1.0 vanilla version of transparent black (multiple shadows up to 3) how to I return to the original settings with the new plugin update?
    That may be a bug I'll take a look in a bit.

    You are unable to go back to the original settings of the never ending shadows behind enemies, however you can change the color of the shadow so they are not black by setting the color to be #FFFFFF


    Nohmaan said:
    Yeah I think the regenerative shadow status is pretty cool- especially for a ninja class or a necromancer with some sort of 'protective ghost' power.
     I will probably do this sometime after the completion of another plugin - need some variety lol.
  8. Would be good if you make that the shadow effect becomes purely a reflection of the enemy/player, I mean...

    If the actor moves, the shadow also moves, if the actor swings its sword, the shadow also displays the sword and swings it, the shadow always does the actor/monster's movements because is a pure reflection, synchronous clone of it.

     

    Also, if you are going to try do what I'm saying, keep in mind that some monsters can be actor characters moving and swinging their weapons too.

     

    Sorry if what I'm saying was already requested by someone.
  9. Killuki Zaoldyeck said:
    Would be good if you make that the shadow effect becomes purely a reflection of the enemy/player, I mean...

    If the actor moves, the shadow also moves, if the actor swings its sword, the shadow also displays the sword and swings it, the shadow always does the actor/monster's movements because is a pure reflection, synchronous clone of it.

     

    Also, if you are going to try do what I'm saying, keep in mind that some monsters can be actor characters moving and swinging their weapons too.

     

    Sorry if what I'm saying was already requested by someone.
    This was actually planned while making this, but I never got around to actually doing it due to the complexity of what this means. However I plan on doing it with the rewrite of this plugin, admittedly I sort of rushed this one, as it was mostly experimental to begin with (the whole sprite thing,since I had not yet done anything with sprites). So its pretty buggy. I plan to remake it with more features and better code in the near future.
  10. would it be possible to add a functio to make the shadows blink? Also How do I determine where the shadows are? right now they just seem to be placed one over the one, and I want to stagger them closely
  11. lonewolph said:
    would it be possible to add a functio to make the shadows blink? Also How do I determine where the shadows are? right now they just seem to be placed one over the one, and I want to stagger them closely
    The shadows are placed on top of eachother in this script because I didn't want them to clutter the screen if you say have like 5 shadows. I will probably add this back as an option in the script rewrite.
  12. Also the shadows appear to be overlayed ontop of the character, could they have an option to be underneath the character?
  13. Trying to recreate the "Image" Effect like in FF3/6- Where you have a translucent shadow of your guy behind you that blinks like a mirage effect. However I need to be able to make the shadow "blink", be layered underneath the character and also would like the shadow to disappear unless the character is in the standard pose- or standby pose - or else it looks sorta dumb when the shadow sitting in the back while your guy is attacking onscreen etc.
  14. I will see what I can do but I have to keep the plugin generic and not very specific or suited towards one game
  15. Liquidize said:
    I will see what I can do but I have to keep the plugin generic and not very specific or suited towards one game
    I understand, thanks!
  16. So I plan to rewrite this over the next few days for better "quality", since as I mentioned it was originally an experiment. Im looking to know what sort of features you all would like too see. Please try to keep them generic, or potentially useful for more than 1 situation/game.

    I have my own thoughts in mind, like making the shadow move with the player, but other than that nothing much other than better code quality. So feel free to speak up.

    Edit: Just a sneak peak at the coming update (It'll probably be done tomorrow at this rate :p ). Can you spot whats changed? Where is the shadow :o

    http://gfycat.com/ThinAmbitiousGalapagospenguin
  17. Hmm... I can't seem to get this one to work.

    What I've done:

    -Created a new project

    -Install the plug-in and turn it On

    -Created new state "Shadow" in the database

    -Set the state to: Remove at the End of Battle; all other parameters are default.

    -Added the <Shadow Count: 3> <Shadow Tint: #000FFF>

    -Created a new skill in the database called "Shadow"

    -Set MP Costs, Target: This User, Battle only, apply state "Shadow"

    Yet, in Battle testing and gameplay.. it still doesn't work. The state applies but there are no shadows..

    Help?..
  18. Currently it requires that you have Yanfly Battle Engine. An update that should be out later today, will make it so this is usable without it. I apologize I should've included that as a requirement in there somewhere.
  19. Oh! Ok, I will plug in YEP BattleCore and test it out!! Even without testing it though, I think this would be an excellent addition to the roster of plug ins!! :)

    Edit: It works perfectly!! I love it!! Great work.
  20. The upcoming features and limitations is as follows, if you have any suggestions,wishes,or complaints feel free to speak up.

    - Shadows will mimic their original. (Movement,animations,etc).

    - Battlers will be limited to 1 shadow, per state.

    - Battlers can have more than 1 shadow, if they have more than 1 "Shadow" state. (e.g: Magical Shadow, and Physical Shadow).

    - Shadows will be sorted, by their state priority. Similar to how my Shield States work.

    - Shadows can have their opacity changed, as well as their tint (similar to before).

    - Shadows will automatically be placed behind the original, with a parameter to set if its based off the sprites width, or a specified X offset.

    - Shadows will be able to "Blink"/"Flash".

    - Shadow States can persist. (passives)

    - Shadows will be able to take any given amount of hits (you specify it).

    - Shadows will be able to take hits from specified attack types (certain hit,magical,or physical,or any combination). 

    - Shadows will be able to take hits from specified elements.

    - A number will be displayed over the shadow to show how many hits they can take left. If the number is 1 it just won't be displayed (This can be turned on or off).

    - Persistent shadows can be restored at the start of a battle, or after X amount of turns.

    - Shadows can be, well just shadows. (They just mimic,blink,etc and do not take hits, for a visual effect of a special state if you want).

    - Shadows can be bypassed by an equipped item, or state, or skill.

    It should be noted that I won't really be doing anything to check if shadows go off screen, realistically shadows are technically Over powered to begin with (They nullify damage) so you shouldn't be giving your actors and enemies many of them anyway for fair gameplay, but I wont tell you how to design your game.

    If there is anything you'd really like to be added, or possibly changed please feel free to mention it.