Juan J. Sánchez":50vejcty said:
That's very cool, Xilef. We could make some special effects like the ones the PS FF games use for random battle encounters. And I'm sure many more other uses.
At the moment I've set it up so the menu background uses post-processing filters (configurable via the Plugin manager), so you can achieve something like the FFXII menu background (crazy blur + crazy colour tinting).
I've also made it so map filters stack, which opens up the possibility for combinations.
My plan for battle transitions (and applying filters on the map/in battle) is to have it so you define the start parameters and end parameters which are automatically interpolated between. On the map you'd get the duration in frames and a boolean for wait for completion. Map transitions is another one I'd like to look at, but that will come after battle and map filter interpolation.
It uses JSON at the moment. Here's my custom "Blobs" shader;
The plugin command for blobs is; ScreenFilter blobs {"size":{"x":0.001,"y":0.001}}
There are a LOT of weird quirks with the Javascript system MV uses. A lot of core stuff relies on getters and setters correctly activating (very annoying with arrays - you can't actually use array methods on most of their objects).