Could some one please edit this script
To make it get rid of shadows of shadows like if you hit a light switch the light is gone then theres no shadow?
Thanks in Advanced.
PHP:
#==============================================================================
# â– Sprite_Shadow (Sprite_Ombre )
# Based on Genzai Kawakami's shadows, dynamisme&features by Rataime, extra features Boushy
#==============================================================================
CATERPILLAR_COMPATIBLE = true
SHADOW_WARN = true
class Game_Party
attr_reader :characters
end
_name or
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
self.visible = (not @character.transparent)
if @tile_id == 0
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
if self.angle>90 or angle<-90
if @character.direction== 6
sy = ( 4- 2) / 2 * @ch
end
if @character.direction== 4
sy = ( 6- 2) / 2 * @ch
end
if @character.direction== 2
sy = ( 8- 2) / 2 * @ch
end
if @character.direction== 8
sy = ( 2- 2) / 2 * @ch
end
end
self.src_rect.set(sx, sy, @cw, @ch)
end
self.x = @character.screen_x
self.y = @character.screen_y-5
self.z = @character.screen_z(@ch)-1
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
@deltax=@source.screen_x-self.x
@deltay= @source.screen_y-self.y
self.color = Color.new(0, 0, 0)
@distance = ((@deltax ** 2) + (@deltay ** 2))
self.opacity = @self_opacity*13000/((@distance*370/@distancemax)+6000)
self.angle = 57.3*Math.atan2(@deltax, @deltay )
@angle_trigo=self.angle+90
if @angle_trigo<0
@angle_trigo=360+@angle_trigo
end
if @anglemin !=0 or @anglemax !=0
if (@angle_trigo<@anglemin or @angle_trigo>@anglemax) and @anglemin<@anglemax
self.opacity=0
return
end
if (@angle_trigo<@anglemin and @angle_trigo>@anglemax) and @anglemin>@anglemax
self.opacity=0
return
end
end
end
def in_range?(element, object, range)# From Near's Anti Lag Script, edited
x = (element.screen_x - object.screen_x) * (element.screen_x - object.screen_x)
y = (element.screen_y - object.screen_y) * (element.screen_y - object.screen_y)
r = x + y
if r <= (range * range)
return true
else
return false
end
end
end
#===================================================
# â–¼ CLASS Sprite_Character edit
#===================================================
class Sprite_Character < RPG::Sprite
alias shadow_initialize initialize
def initialize(viewport, character = nil)
@character = character
super(viewport)
@ombrelist=[]
if character.is_a?(Game_Event) and $shadow_spriteset.shadows!=[]
params = XPML_read("Shadow",@character.id,4)
if params!=nil
for i in 0...$shadow_spriteset.shadows.size
@ombrelist.push(Sprite_Shadow.new(viewport, @character,i))
end
end
end
if character.is_a?(Game_Player) and $shadow_spriteset.shadows!=[]
for i in 0...$shadow_spriteset.shadows.size
@ombrelist.push(Sprite_Shadow.new(viewport, $game_player,i))
end
#===================================================
# â— Compatibility with fukuyama's caterpillar script
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil
for member in $game_party.characters
for i in 0...$shadow_spriteset.shadows.size
@ombrelist.push(Sprite_Shadow.new(viewport, member,i))
end
end
end
#===================================================
# â— End of the compatibility
#===================================================
end
shadow_initialize(viewport, @character)
end
alias shadow_update update
def update
shadow_update
if @ombrelist!=[]
for i in [email=0...@ombrelist.size]0...@ombrelist.size[/email]
@ombrelist[i].update
end
end
end
end
#===================================================
# â–¼ CLASS Game_Event edit
#===================================================
class Game_Event
attr_accessor :id
end
#===================================================
# â–¼ CLASS Spriteset_Map edit
#===================================================
class Spriteset_Map
attr_accessor :shadows
alias shadow_initialize initialize
def initialize
$shadow_spriteset=self
@shadows=[]
warn=false
for k in $game_map.events.keys.sort
warn=true if ($game_map.events[k].list!=nil and $game_map.events[k].list[0].code == 108 and ($game_map.events[k].list[0].parameters == ["s"] or $game_map.events[k].list[0].parameters == ["o"]))
params = XPML_read("Shadow Source",k,4)
$shadow_spriteset.shadows.push([$game_map.events[k]]+params) if params!=nil
end
p "Warning : At least one event on this map uses the obsolete way to add shadows" if warn == true and SHADOW_WARN
shadow_initialize
end
end
#===================================================
# â–¼ XPML Definition, by Rataime, using ideas from Near Fantastica
#
# Returns nil if the markup wasn't present at all,
# returns [] if there wasn't any parameters, else
# returns a parameters list with "int" converted as int
# eg :
# begin first
# begin second
# param1 1
# param2 two
# begin third
# anything 3
#
# p XPML_read("first", event_id) -> []
# p XPML_read("second", event_id) -> [1,"two"]
# p XPML_read("third", event_id) -> [3]
# p XPML_read("forth", event_id) -> nil
#===================================================
def XPML_read(markup,event_id,max_param_number=0)
parameter_list = nil
event=$game_map.events[event_id]
return if event.list==nil
for i in 0...event.list.size
if event.list[i].code == 108 and event.list[i].parameters[0].downcase == "begin "+markup.downcase
parameter_list = [] if parameter_list == nil
for j in i+1...event.list.size
if event.list[j].code == 108
parts = event.list[j].parameters[0].split
if parts.size!=1 and parts[0].downcase!="begin"
if parts[1].to_i!=0 or parts[1]=="0"
parameter_list.push(parts[1].to_i)
else
parameter_list.push(parts[1])
end
else
return parameter_list
end
else
return parameter_list
end
return parameter_list if max_param_number!=0 and j==i+max_param_number
end
end
end
return parameter_list
end
Thanks in Advanced.