Now, for the past couple months I was experimenting with palfx and different coding here and there to give projectiles with a trans=add of 256 a more solid approach. Upon studying add004, I came up with a result of applying a projectile mask with the ability to give said projectile more depth and detail of appearance while maintaining complete transparency, and can be implemented inside the projectile code without the need of add004
This is my result. a very stable build so far.
Code below of what I used
Spoiler: the code! (click to see content)
[State 8000, AfterImage]
type = AfterImage
trigger1 =1
time = 99
length = 2
palcolor = 0
palbright = 0,0,0
palcontrast = 000,200,000
palpostbright = 15,15,15
paladd = 255,255,255
palmul = 255,255,255
timegap = 1
framegap = 1
trans = sub
ignorehitpause=1
[State 0, AfterImage2]
type = AfterImage
trigger1 = !Time
Length = 6
PalBright = 12,12,12
PalContrast = 120,120,120
PalAdd = 0,0,0
TimeGap = 6
FrameGap = 6
Trans = Add
Time = 9999
[state 0] ; fx_mask
type = PalFX
trigger1 = 1
time = 0
color = 256
add = 128,128,128
mul = 256,256,256
sinadd = 256,256,256,256
invertall = 0
Everything's all pretty set to go right? well, sorta...
See, I have a minor setback. In making a projectile in say a complete black and white color, there appears to be more of a reddish hue color that appears. Is there a way to fix this?