Better way to maintain opacity on enemy when targeted (YEP action sequence/buffstate related)?

Htlaets

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So, this is one that's been bothering me for a bit, I have a sorta-solution that messes up other things. I have a stealth state for allies and enemies that tweaks their opacity and makes them really hard to hit.

I do this with the following notetag on the state:
<Custom Apply Effect>

target.spriteOpacity(60,20)

user.refresh();

</Custom Apply Effect>

<Custom Remove Effect>

this.spriteOpacity(255,20)

user.refresh();

</Custom Remove Effect>

The problem is, that when this state is applied to enemies, the opacity goes away as soon as they're targeted.

A fix that someone helped me find was to make a plugin with the following code (not the entire thing, but 90% of it):
Sprite_Enemy.prototype.startEffect;
Sprite_Enemy.prototype.startEffect = function(effectType) {
var opacity = this.opacity;
[Function].Sprite_Enemy_startEffect.call(this, effectType);
this.opacity = opacity;
};
This does make it so that the enemies maintain their opacity when targeted, but...... The problem with this fix is that it breaks enemy collapse effects and adds a weird white square block to party battlers (not enemy ones) when they're semi-transparent.

Basically, is there a way I can get this code to not apply to party members and dying/0 hp battlers? Or is there just a better fix in general for this problem.
 

caethyril

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I encountered a similar problem and wrote my own little plugin to get around it. It's not particularly efficient, since it updates opacity every frame, but it's pretty easy to use: just stick a <Battler Opacity: x> notetag on your state and it should change the affected battler's opacity automatically~

Here's a link in case you want to check it out: view/download Cae_BattlerOpacity (Google Drive). :)
 

Htlaets

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@caethyril Interesting plug-in, it's very close to what I'm looking for but not quite. It doesn't have the visual problems the other fix does, but unfortunately, because it updates every frame it messes up a decent amount of my action sequences that deal with opacity.

Edit: Figured out the effecttypes that cause collapses.
Used:
Code:
if (this._effectType === 'bossCollapse' || this._effectType === 'collapse')
to skip the code when collapses happen. Only problem is the white squares but that only really shows up with brighter battlebacks.

Really wish MV's documentation was better.
 
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