When entering bushes, the color tone and blend are applied twice. Since filters are already applied to child elements by default, these four lines are redundant. Synchronizing only the blendMode is sufficient. MV has not been verified, so I’m not sure.
By the way, if you add a filter to a sprite in FilterControllerMZ, you can no longer change the blending method. This is because the blending method of the last added filter is applied. The core script does not manage blending methods other than color filters.
The state icons for enemies are child elements of the enemy sprites, so they are affected by the enemy filters and flash.
Map elements, such as tiles and characters, which are child elements of the container, also change color due to the container’s influence.
Despite this implementation, filters are applied twice only to characters.
When I reported this on X, I only received responses about issues with the HD Layout (a bonus feature not included in the core scripts).
(I was reporting on X to share the bug and workaround with others. If I had submitted it as an inquiry, I would have only received a template response, with no confirmation that the bug had been communicated to anyone, and sharing the response content is also prohibited.)
It is frustrating that they decide whether or not to respond based on their mood.
These subtle issues need to be fixed.
I am tired of bugs being passed down to the next generation without anyone questioning them.
I’ll just kind of concept craft here for a moment but the way I can picture for fixing this issue is by adding one extra container. I understand why states are children of the enemy graphic, easier to move them together and such, but yeah that also means that when you apply the color, it affects all of its children. Heck even scale changes will also affect the state icons.
What needs to be done is a small change in hierarchy. Instead of:
Battler sprite
States/etc as children
You do something like this, add a main container that encapsulates everything:
Parent container
States
Battler sprite: The actual sprite itself
That way you apply the flash/color tone/etc to just the battler sprite.