How to make characters/battlers semi-transparent or transparent/invisible

Malvodion

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I wanted to make some effects for both map characters and battler images (with either events or buff/debuffs) that turned them either semi-transparent or completly invisible while being able to turn them back at will/after a short duration, without removing them from the game nor using several variations of a sprite/image/character. I've been searching for a while but so far I haven't for neither instructions nor scripts for this. Did I miss something obvious? Either way, I still would need to know how to do this (if there is a way, which I imagine there is).
 
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Shaz

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For on-map characters, you can use the Set Move Route command to change opacity.


It will be a little harder to do it with battlers, as there isn't a method to change a battler's opacity. You'd have to add a little script snippet to give you access to this (and then I'm not sure if the default system would override it in some instances anyway)
 

Malvodion

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For on-map characters, you can use the Set Move Route command to change opacity.

It will be a little harder to do it with battlers, as there isn't a method to change a battler's opacity. You'd have to add a little script snippet to give you access to this (and then I'm not sure if the default system would override it in some instances anyway)
Thanks for the quicky reply.

Oh.. That's unfortunate. What script would I need to change/add for this? Again, I tried to look for this but I can't find anything about it (Which really surprises me. You'd think that atleast one person would have tried to customize their work in such way by now.).
 

Shaz

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Yeah, I've just had a look at battlers, and unfortunately the engine DOES already do quite a bit of stuff with opacity. So even if you did get something written to let you adjust it, it would only be until the next effect was played on the battler.


In that case, I think you're better off going the long way and using multiple battler images with different opacities.


Actually, if you have images for your battlers (party members), that means you must be using a script. Maybe that script has a way to let you do this, because Ace doesn't have battlers for party members by default. So anything I told you about changing battlers might be meaningless due to your script.


Which one are you using, and can you provide a link?
 

Malvodion

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Yeah, I've just had a look at battlers, and unfortunately the engine DOES already do quite a bit of stuff with opacity. So even if you did get something written to let you adjust it, it would only be until the next effect was played on the battler.

In that case, I think you're better off going the long way and using multiple battler images with different opacities.

Actually, if you have images for your battlers (party members), that means you must be using a script. Maybe that script has a way to let you do this, because Ace doesn't have battlers for party members by default. So anything I told you about changing battlers might be meaningless due to your script.

Which one are you using, and can you provide a link?
Oh I see. I guess that is that then.

And when I said battlers I was reffering to enemies. (though I do use a custom battle script, Yanfly's Ace Battle Engine. I preffer it's "simplicity".)
 

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I am currently working on just such a idea, I'll keep You posted, Malvodion.
 

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