Shadow Partner

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Started by Kaliya 104 posts Page 4 of 6 View original ↗
  1. Roguedeus said:
    I appreciate your explaining the note tag. Your documentation is very clear though. Better than most plugin documentation!

    The attacks in my testing are all 'normal' element base attacks. Each enemy is set for physical ID:1 element.

    attachicon.gif15_1126_shadowIssues_2.PNG

    (If you are saying that every ability must be assigned an element explicitly, thats going to break a lot of stuff)
    Oh, I feel silly lol. I forgot you can set the attack element of battlers via traits. I will make this supported next update! Sorry.

    Edit: If you need it now, or want it now. I've updated it and fixed both the parsing issue of the tag, and added attack element support.

    https://bitbucket.org/liquidize/anima-framework/raw/c988de3b01aa7bf0ae8194a3cb7a77d6744992f3/ShadowPartnerRewrite/Anima_ShadowPartnerRewrite.js

    Good thing this is beta, though I probably should test more myself haha.
  2. Looks good so far! Thanks!
  3. I've updated the opening post to be solely for the rewritten version. As it is stable enough now to be used publicly. For a new feature set and video see the opening post. 
  4. i finally got around to trying this new rewrite version out and reworking my game a little for it to work.

    I have to say, this plugin is one of my favorites out there right now.

    they way they move with the characters is just amazing, and great to look at, great job on this.
  5. That plugin sure comes in handy, especially to mimic the Blink effect from early Final Fantasy...

    Except for one little problem. Using Yanfly's Action Sequences, I found out that the actor skips wait period when under a Shadow Partner state, which makes the sequence too fast to understand what the character does... 
  6. Yoshifull said:
    That plugin sure comes in handy, especially to mimic the Blink effect from early Final Fantasy...

    Except for one little problem. Using Yanfly's Action Sequences, I found out that the actor skips wait period when under a Shadow Partner state, which makes the sequence too fast to understand what the character does... 
    Could you post or PM me your action sequence so I can use it as a test to make sure it isn't just what you are trying to do?
  7. Liquidize said:
    Could you post or PM me your action sequence so I can use it as a test to make sure it isn't just what you are trying to do?
    Here you go.

    <setup action>

    OPACITY not focus: 0

    JUMP user: 50, 30

    MOVE USER: target, FRONT BASE, 30

    WAIT FOR JUMP

    IMMORTAL: target, true

    MOVE user: BACKWARD, 55

    FACE user: target

    WAIT FOR MOVEMENT

    DISPLAY ACTION

    CAST ANIMATION

    WAIT FOR ANIMATION

    </setup action>

    <target action>

    MOVE user: target, BACK BASE, 20

    MOTION ATTACK: user

    ACTION ANIMATION

    WAIT: 14

    IMMORTAL: target, true

    ACTION EFFECT

    ARMOR PENETRATION: 12%

    WAIT FOR ANIMATION

    WAIT 20

    MOVE user: target, FRONT BASE, 20

    MOTION ATTACK: user

    ANIMATION 124: target

    WAIT: 20

    ACTION EFFECT

    WAIT: 30

    </target action>

    <follow action>

    CLEAR BATTLE LOG

    OPACITY not focus: 255

    MOVE user: HOME, 25

    IMMORTAL: target, false

    </follow action>

    <finish action>

    FACE user: HOME

    perform finish

    IMMORTAL: target, false

    </finish action>

    What happened that was noticeable is that it works all fine without the Shadow Partner State and the waits are respected, but when it is, the actor just seems to miss them.
  8. When i turned this plug-in on, i couldnt use any healing skills outside battle. Got some error that says 'missing _battleback'. Not on my pc now, but if you need the exact error message, i'll post it in a bit. Just wanna post this so i wont forget later (i dont usually use healing spells during playtesting and i found this bug yesterday).
  9. Yoshifull said:
    What happened that was noticeable is that it works all fine without the Shadow Partner State and the waits are respected, but when it is, the actor just seems to miss them.
    I found the cause but it will take some time to fix.
  10. Liquidize said:
    I found the cause but it will take some time to fix.
    Thank you for your quick response. Looking forwward for the update!
  11. Would it be possible to have shadows mimic the character's action as many times as its' remaining lives?
  12. Naridar said:
    Would it be possible to have shadows mimic the character's action as many times as its' remaining lives?
    I am not entirely sure what you mean by this.
  13. Yoshifull said:
    Thank you for your quick response. Looking forwward for the update!
    I've updated the plugin to "1.05" which contains a fix for the issue you had. I've had to go and rewrite the sprites however, so shadow sprites are now separate from normal sprites, before they were based upon them now they are completely separate. Therefore some issues may occur, but I have not noticed any. Temporarily however "BLINKING" shadows do not exist, and shadows can't blink.
  14. Liquidize said:
    I've updated the plugin to "1.05" which contains a fix for the issue you had. I've had to go and rewrite the sprites however, so shadow sprites are now separate from normal sprites, before they were based upon them now they are completely separate. Therefore some issues may occur, but I have not noticed any. Temporarily however "BLINKING" shadows do not exist, and shadows can't blink.
    Seems to work like a charm over here. Thanks for the update!
  15. Plugin works great except for one small thing, if I apply a Shadow State to enemies, the shadow persists after the enemy dies. I don't really know how to make it vanish along with the enemies. I think someone else mentioned the same issue on page 2 but I didn't see a fix for it and I have version 1.05 as far as I know. 
  16. xXAinSophAurXx said:
    Plugin works great except for one small thing, if I apply a Shadow State to enemies, the shadow persists after the enemy dies. I don't really know how to make it vanish along with the enemies. I think someone else mentioned the same issue on page 2 but I didn't see a fix for it and I have version 1.05 as far as I know. 
    I've fixed this bug in v1.06 (which can be obtained via the opening post), as well as another bug where opacity wasn't being properly set. Thank you for the bug report!
  17. Liquidize said:
    I've fixed this bug in v1.06 (which can be obtained via the opening post), as well as another bug where opacity wasn't being properly set. Thank you for the bug report!
    oh awesome! Sorry, I missed the 1.06, thought I was up to date haha. Thanks for the fast reply :D
  18. You were up to date, I just fixed the bug after you reported it :)
  19. Here is that screenshot.

    15_1215_shadowPartner_issue_1.PNG
  20. This bug has been fixed in the new v1.07 see opening post.