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Shadows

Hello,

I'm requesting a script that places a charaset under the player and any event with comment : shadow in it. Also, if this is possible, I would like it to place the charaset under hero battlers for the CCOA cbs, but that is not required.

Thank you.
 

Sainte

Member

Have you tried Ratime's Dynamic Shadows script? It works wonders for creating shadow effects once you get the hang of it.

#==============================================================================
# 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

class Sprite_Shadow < RPG::Sprite

attr_accessor :character

def initialize(viewport, character = nil,id=0)
super(viewport)
params=$shadow_spriteset.shadows[id]
@source=params[0]
@anglemin=0
@anglemin=params[1] if params.size>1
@anglemax=0
@anglemax=params[2] if params.size>2
@self_opacity=100
@self_opacity=params[4] if params.size>4
@distancemax=350
@distancemax=params[3] if params.size>3
@character = character
update
end

def update

if !in_range?(@character, @source, @distancemax)
self.opacity=0
return
end
super

if @tile_id != @character.tile_id or
@character_name != @character.character_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
#===================================================
# ● 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
#===================================================
# ● End of the compatibility
#===================================================
end
shadow_initialize(viewport, @character)
end

alias shadow_update update

def update
shadow_update
if @ombrelist!=[]
for i in 0...@ombrelist.size
@ombrelist.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.code == 108 and event.list.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
 
Ouch... brain hurts...

Not saying I'd do it.... too much right now... Insight instead.

Both Selwyn (I think) and Linkin_T wrote some bitmap drawing tools, that include geometric shapes... ovals... transparancies... etc. Due to the 'hack', only one remains, but it could help:

Bitmap Update version 2.0
http://hometown.aol.com/Der%20VVulfman/ ... SCRIPT.PNG[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/FORUMS.PNG[/IMG]
by Linkin_T (04-09-2006)
Audio/Video Enhancements / Advanced Scripters
This script was made to enhance the Bitmap class power. It has functions that most of you may find helpful, neat or even strange. Includes functions for Texts, Images, Geometric Drawing, Utilities and Bitmaps.​

If... with this collection of drawing systems... you could create those same 'ovals' under each sprite (in the Sprite_Character class?). Possibly in def update right here:
Code:
        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

Just remember that you may want it to be semi-transparent. But with over-populated areas... risk of lag.
 
If that adds a solid colour shadow, it's not what I'm looking for. I'm looking for a script to place the charaset under the player, and events that have
Code:
@>Comment:Shadow
in them, so I can place softer shadows under them while leaving them on index colour. If we added the soft shadows to all the charasets, they would become much to large in filesize.
 

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