MA solved the problem so now i need a compatibility script for the sun and shadows scripts posted at the bottom of this topic.
Scripts:
[spoiler]
Lag Removal - KGC, Mr.Anonymous
Credits - UNKOWN, MiDas Mike, AvatarMonkeyKirby, and xXRandom.CrapXx.
Sun & Shadows - Boushy, DerVVulfman, Syvkal, Painhurt
Thomas Edison VX - BulletXT
Day/Night System - Jet, Mr. Anonymous, Mithran
Tankentai Sideview Battle System - Enu, Kylock, Mr.Bubble, Shu, Moonlight, NightWalker
Battlebacks - DerVVulfman
Battle Screen Effects - Mr.Anonymous
Fade Battle End ME - Kylock
Enemy Stat Variance - modern algebra
Revive State - modern algebra
Map Saver - Omegas7
World Map System - Omegas7
Improved Map Name Popup - Reedo
Multiple Fogs - Woratana
Ladder - BigEd781, DerVVulfman
Advanced Text System - modern algebra
Composite Characters - modern algebra
Stealth Detection System - cmpsr2000
More Area Options - dricc
End Game Confirm - munkis
Scrolling Descriptions Text - BigEd781
Level Up/Skill Window - BigEd781
COGWHEEL Style Menu Bar - Syvkal
Bitmap Addons - modern algebra
Paragraph Formatter - modern algebra
Manual Leader Control - modern algebra
Skill Tree - Leongon
Critical Bonus State - Cozziekuns
139 Pre-Defined Colours - BigEd781
Party Manager - Prexus
Actor Clones - dricc
Chest Item Popup - Woratana
Checkpoints - Zylos
EXP Manipulator - Crazyninjaguy
Charm/Manipulation State - Logan Forrests
Update Action Order - Logan Forrests
[/spoiler]
I will give a virtual cookie to anybody who helps!
...and credit in the special thanks section of my credits!
Shadows:
[spoiler]
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class edits problems cause by Sprite_Shadow and Sprite_Sun
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias create_viewports_original create_viewports
alias dispose_viewports_original dispose_viewports
alias update_viewports_original update_viewports
alias update_tilemap_original update_tilemap
alias dispose_tilemap_original dispose_tilemap
alias create_tilemap_original create_tilemap
#--------------------------------------------------------------------------
# * Create Viewport
#--------------------------------------------------------------------------
def create_viewports
create_viewports_original
@viewport0 = Viewport.new(0, 0, 544, 416)
@viewport0.z = 1
@viewport1.z = 20
end
#--------------------------------------------------------------------------
# * Create Tilemap
#--------------------------------------------------------------------------
def create_tilemap
create_tilemap_original
@tilemap0 = Tilemap.new(@viewport0)
@tilemap0.bitmaps[0] = Cache.system("TileA1")
@tilemap0.bitmaps[1] = Cache.system("TileA2")
@tilemap0.bitmaps[4] = Cache.system("TileA5")
@tilemap = Tilemap.new(@viewport1)
@tilemap.bitmaps[2] = Cache.system("TileA3")
@tilemap.bitmaps[3] = Cache.system("TileA4")
@tilemap.bitmaps[5] = Cache.system("TileB")
@tilemap.bitmaps[6] = Cache.system("TileC")
@tilemap.bitmaps[7] = Cache.system("TileD")
@tilemap.bitmaps[8] = Cache.system("TileE")
@tilemaps = [@tilemap, @tilemap0]
@tilemaps.each {|x| x.map_data = $game_map.data}
@tilemaps.each {|x| x.passages = $game_map.passages}
end
#--------------------------------------------------------------------------
# * Dispose of Tilemap
#--------------------------------------------------------------------------
def dispose_tilemap
dispose_tilemap_original
@tilemap0.dispose
end
#--------------------------------------------------------------------------
# * Dispose of Viewport
#--------------------------------------------------------------------------
def dispose_viewports
@viewport0.dispose
dispose_viewports_original
end
#--------------------------------------------------------------------------
# * Update Tilemap
#--------------------------------------------------------------------------
def update_tilemap
update_tilemap_original
@tilemap0.ox = $game_map.display_x / 8
@tilemap0.oy = $game_map.display_y / 8
@tilemap0.update
end
#--------------------------------------------------------------------------
# * Update Viewport
#--------------------------------------------------------------------------
def update_viewports
update_viewports_original
@viewport0.tone = $game_map.screen.tone
@viewport0.ox = $game_map.screen.shake
@viewport0.update
end
end
[/spoiler]
Sun:
[spoiler]
#==============================================================================
# ** Sprite Sun
#------------------------------------------------------------------------------
# Based on Sprite Shadow
# modified by Rataime
# New Edits by DerVVulfman
# Modified for VX by Syvkal
# Fixes by Painhurt
# October 14, 2008
#------------------------------------------------------------------------------
#
# Introduction:
#
# This system allows you and all 'prepared' events to generate shadows while
# on the field map. The player can move around while a programmed 'sun' will
# display a shadow. Likewise, events with a special comment within their
# event list can also generate shadows.
#
#------------------------------------------------------------------------------
#
# Instructions:
#
# -- The Sun
# To create a sun effect, you'll need to create a map event that's to be
# used 'as' the sun itself. Under most circumstances, this will be an
# event without a characterset graphic. You don't want to 'SEE' the sun,
# do you?
#
# To make one of these events a 'sun, you'll need to insert a couple of
# things into that event's "List of Event Commands". These things are
# nothing more than comments.
#
# The first comment to add is "begin Sun" (without quotes). It informs
# the system that this map has a sun effect in use. The remaining two
# values are optional and have default values in the configuration
# section (only just added into the script). They too are added as
# comments.
#
# self_angle 'number' --- How much of an angle each shadow will have.
# self_opacity 'number' --- How dark the shadow will be.
#
# After that, your characters can now move about and generate shadows.
#
# -- Other Events
# Events do not know that they can generate shadows. To let them gene-
# rate a shadow, all you need to do is add a special comment into their
# "List of Event Commands". This comment needed is merely the phrase
# 'begin Shadow' (again, without quotes).
#
#
#------------------------------------------------------------------------------
#
# Revisions to note:
#
# 1) Added formatted headers and comments throughout the script.
# 2) Encapsulated a comment/parameter code in an XPML module.
# 3) Set the sun shadow array into an instance value to lower resource costs.
# 4) Compatability with Near Fantastica's Squad Movement systems.
# 5) Compatability with Ccoa's Caterpillar system.
# 6) Compatability with Trickster's Caterpillar system.
# 7) Added default shadow settings into the configuration section.
#
#==============================================================================
#========================================================================
# ** C O N F I G U R A T I O N S Y S T E M ** #
#========================================================================
# Caterpillar Systems
CATERPILLAR_COMPATIBLE = true # Toggle for Fukuyama's original
SQUAD_MOVE_COMPATIBLE = false # Toggle for Near Fantastica's SBABS
CCOA_CATER_COMPATIBLE = false # Toggle for Ccoa's Caterpillar
TRICKSTER_CATER_COMPATIBLE = false # Toggle for Trickster's Caterpillar
# Sun Specific Systems
SUN_WARN = true # Checks for older sun systems
SUN_ANGLE = 45 # Angle for sun-generated shadow
SUN_OPACITY = 128 # Darkness setting for sun shadow
#========================================================================
# **** E N D O F C O N F I G U R A T I O N S Y S T E M **** #
#========================================================================
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :sun_spriteset # holds spritesets for 'sun' shadows
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. Refer to "$game_party" for the instance of this class.
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :characters
end
#==============================================================================
# ** Sprite_Sun
#------------------------------------------------------------------------------
# This sprite is used to position character shadows relative to map position.
# It observes the Game_Character class and automatically changes sprite
# conditions.
#==============================================================================
class Sprite_Sun < Sprite_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :character
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
# character : character (Game_Character)
# id : id
#--------------------------------------------------------------------------
def initialize(viewport, character = nil, id=0)
super(viewport)
@character = character
params=$game_temp.sun_spriteset.sun[id]
self_angle = SUN_ANGLE
self_opacity = SUN_OPACITY
self_angle = params[0] if params.size > 0
self_opacity = params[1] if params.size > 1
@self_angle = self_angle
@self_opacity = self_opacity
update
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# If tile ID, file name, or hue are different from current ones
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_index != @character.character_index
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_index = @character.character_index
if @tile_id > 0
sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
sy = @tile_id % 256 / 8 % 16 * 32;
set_number = @tile_id / 256
self.bitmap = Cache.system("TileB") if set_number == 0
self.bitmap = Cache.system("TileC") if set_number == 1
self.bitmap = Cache.system("TileD") if set_number == 2
self.bitmap = Cache.system("TileE") if set_number == 3
self.src_rect.set(sx, sy, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = Cache.character(@character_name)
sign = @character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
end
# Set visible situation
self.visible = (not @character.transparent)
# If graphic is character
if @tile_id == 0
index = @character.character_index
pattern = @character.pattern < 3 ? @character.pattern : 1
# Set rectangular transfer
sx = (index % 4 * 3 + pattern) * @cw
@direct = @character.direction
if self.angle > 90 or angle < -90
sy = ( 4 - 2) / 2 * @ch if @direct == 6
sy = ( 6 - 2) / 2 * @ch if @direct == 4
sy = (@character.direction - 2) / 2 * @ch if @direct != 4 and @direct != 6
else
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
end
self.src_rect.set(sx, sy, @cw, @ch)
end
# Set sprite coordinates
self.x = @character.screen_x
self.y = @character.screen_y-5
self.z = @character.screen_z- 1
# Set opacity level, blend method, and bush depth
self.opacity = @self_opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# Animation
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
self.angle = @self_angle.to_i - 90
self.color = Color.new(0, 0, 0)
end
end
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
# This sprite is used to display the character.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias sun_initialize initialize
alias sun_update update
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
# character : character (Game_Character)
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
@viewport0 = Viewport.new(0, 0, 544, 416)
@viewport0.z = 1
@character = character
super(viewport)
@sunlist=[]
if character.is_a?(Game_Event) and $game_temp.sun_spriteset.sun != []
params = XPML.XPML_read("Shadow", @character.id, 2)
if params != nil
for i in 0...$game_temp.sun_spriteset.sun.size
@sunlist.push(Sprite_Sun.new(@viewport0, @character, i))
end
end
end
if character.is_a?(Game_Player) and $game_temp.sun_spriteset.sun != []
for i in 0...$game_temp.sun_spriteset.sun.size
@sunlist.push(Sprite_Sun.new(@viewport0, $game_player, i))
end
#===================================================
# * Compatibility with Caterpillar Functions
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters != nil
for member in $game_party.characters
for i in 0...$game_temp.sun_spriteset.sun.size
@sunlist.push(Sprite_Sun.new(@viewport0, member, i))
end
end
end
if SQUAD_MOVE_COMPATIBLE and $game_allies.values != nil
for member in $game_allies.values
for i in 0...$game_temp.sun_spriteset.sun.size
@sunlist.push(Sprite_Sun.new(@viewport0, member, i))
end
end
end
if CCOA_CATER_COMPATIBLE and $game_train.actors != nil
for member in $game_train.actors
for i in 0...$game_temp.sun_spriteset.sun.size
@sunlist.push(Sprite_Sun.new(@viewport0, member, i))
end
end
end
if TRICKSTER_CATER_COMPATIBLE and $game_party.followers != nil
for member in $game_party.followers
for i in 0...$game_temp.sun_spriteset.sun.size
@sunlist.push(Sprite_Sun.new(@viewport0, member, i))
end
end
end
#===================================================
# ** End of the compatibility
#===================================================
end
# Perform the original call
sun_initialize(viewport, @character)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
sun_update
if @sunlist != []
for i in 0...@sunlist.size
@sunlist[i].update
end
end
end
end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :id
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class brings together map screen sprites, tilemaps, etc.
# It's used within the Scene_Map class.
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :sun
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias sun_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@sun = []
$game_temp.sun_spriteset = self
warn = false
for k in $game_map.events.keys.sort
if ($game_map.events[k].list != nil and
$game_map.events[k].list[0].code == 108 and
($game_map.events[k].list[0].parameters == ["sun"] or
$game_map.events[k].list[0].parameters == ["o"]))
warn = true
end
params = XPML.XPML_read("Sun", k, 2)
$game_temp.sun_spriteset.sun.push(params) if params != nil
end
if warn == true and SUN_WARN
p "Warning : At least one event on this map uses an obsolete way to add a sun effect"
end
# Perform the original call
sun_initialize
end
end
#==============================================================================
# ** module XPML
#------------------------------------------------------------------------------
# This module handles the reading and passing of 'comment' parameters
#
# The main XPML method is used to check and read event comments.
# * It returns 'nil' if the markup 'check' text isn't even present.
# * It returns [] if no parameters are passed
# * It returns a parameter 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
#===================================================
module XPML
module_function
#--------------------------------------------------------------------------
# * XPML_read
# markup : text in event comment to check
# event_id : event ID
# max_param_number : maximum number of parameter/comments to load
#--------------------------------------------------------------------------
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
if max_param_number != 0 and j == i + max_param_number
return parameter_list
end
end
end
end
return parameter_list
end
end
[/spoiler]
Shadow Sprite:
[spoiler]
#==============================================================================
# ** Sprite Shadow (Sprite_Ombre )
#------------------------------------------------------------------------------
# Based on Genzai Kawakami's shadows
# dynamisme & features by Rataime
# extra features Boushy
# New Edits by DerVVulfman
# Modified for VX by Syvkal
# Fixes by Painhurt
# October 14, 2008
#
#------------------------------------------------------------------------------
#
# Introduction:
#
# This system allows you and all 'prepared' events to generate shadows while
# on the field map. The player can move around a 'light source' event and
# display a shadow. Likewise, events with a special comment within their
# event list can also generate shadows.
#
#------------------------------------------------------------------------------
#
# Instructions:
#
# -- The Light Source
# To create a light source, you need to create a map event that is to be
# used 'as' the light source. Most of the time, these could be events
# that sport 'torch' or 'lantern' charactersets. Just examples
#
# To make one of these events a light source, you need to insert a few
# things into that event's "List of Event Commands". These things are
# nothing more than comments.
#
# The first comment to add is "begin Shadow Source" (without quotes). It
# informs the system that this event is a light source. The remaining
# three values are optional and have default values in the configuration
# section (only just added into the script). They too are added as
# comments.
#
# anglemin 'number' --- Starting position of a lightsource's arc.
# anglemax 'number' --- Ending position of a lightsource's arc.
# distancemax 'number' --- How far away from the 'source' you can go
# self_opacity 'number' --- How dark the shadow will grow.
#
# After that, your characters can now move about and generate shadows.
#
# -- Other Events
# Events do not know that they can generate shadows. To let them gene-
# rate a shadow, all you need to do is add a special comment into their
# "List of Event Commands". This comment needed is merely the phrase
# 'begin Shadow' (again, without quotes).
#
#
# -- Blocking Shadows
# To prevent shadows from passing through solid objects such as doors,
# walls, cabinets or other forms of furniture, you will want to apply a
# priority flag of '1' or higher on these items. Normally, walls in the
# default database do not have a priority flag as they merely block the
# player from passing through.
#
#
#------------------------------------------------------------------------------
#
# Revisions to note:
#
# 1) Added formatted headers and comments throughout the script.
# 2) Encapsulated a comment/parameter code in an XPML module.
# 3) Set the shadow array into an instance value to lower resource costs.
# 4) Compatability with Near Fantastica's Squad Movement systems.
# 5) Compatability with Ccoa's Caterpillar system.
# 6) Compatability with Trickster's Caterpillar system.
# 7) Added default shadow settings into the configuration section.
#
#==============================================================================
#========================================================================
# ** C O N F I G U R A T I O N S Y S T E M ** #
#========================================================================
# Caterpillar Systems
CATERPILLAR_COMPATIBLE = true # Toggle for Fukuyama's original
SQUAD_MOVE_COMPATIBLE = false # Toggle for Near Fantastica's SBABS
CCOA_CATER_COMPATIBLE = false # Toggle for Ccoa's Caterpillar
TRICKSTER_CATER_COMPATIBLE = false # Toggle for Trickster's Caterpillar
# Shadow Specific Systems
SHADOW_WARN = true # Checks for older shadow system
SHADOW_MIN = 0 # Start setting of shadow arc *
SHADOW_MAX = 0 # Ending setting of shadow arc *
SHADOW_OPACITY = 150 # Darkness level of shadow
SHADOW_DISTANCE = 350 # Maximum range in pixels
# * SHADOW ARC: Set in degrees, this controls whether a light source
# can 'force' shadows in certain directions. Useful if
# a light source is hanging on a wall so it cannot make
# a shadow THROUGH a wall.
#
# It may take some practice to set the desired angles
# as it recognizes 90° being the top most part of an
# arc, 180° being the leftmost side and so on... pro-
# ceeding in a counter-clockwise motion.
#========================================================================
# **** E N D O F C O N F I G U R A T I O N S Y S T E M **** #
#========================================================================
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :shadow_spriteset # holds shadow spritesets
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. Refer to "$game_party" for the instance of this class.
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :characters
end
#==============================================================================
# ** Sprite_Shadow
#------------------------------------------------------------------------------
# This sprite is used to display the character's shadow. It observes the
# Game_Character class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Shadow < Sprite_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :character
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
# character : character (Game_Character)
# id : id
#--------------------------------------------------------------------------
def initialize(viewport, character = nil, id = 0)
super(viewport)
params = $game_temp.shadow_spriteset.shadows[id]
@source = params[0]
# Default settings
@anglemin = SHADOW_MIN
@anglemax = SHADOW_MAX
@self_opacity = SHADOW_OPACITY
@distancemax = SHADOW_DISTANCE
# Settings changed by parameters
@anglemin = params[1] if params.size > 1
@anglemax = params[2] if params.size > 2
@distancemax = params[3] if params.size > 3
@self_opacity = params[4] if params.size > 4
@character = character
update
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If shadow not in range of light source
if !in_range?(@character, @source, @distancemax)
self.opacity = 0
return
end
super
# If tile ID, file name, or hue are different from current ones
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_index != @character.character_index
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_index = @character.character_index
if @tile_id > 0
sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
sy = @tile_id % 256 / 8 % 16 * 32;
set_number = @tile_id / 256
self.bitmap = Cache.system("TileB") if set_number == 0
self.bitmap = Cache.system("TileC") if set_number == 1
self.bitmap = Cache.system("TileD") if set_number == 2
self.bitmap = Cache.system("TileE") if set_number == 3
self.src_rect.set(sx, sy, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = Cache.character(@character_name)
sign = @character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
end
# Set visible situation
self.visible = (not @character.transparent)
# If graphic is character
if @tile_id == 0
index = @character.character_index
pattern = @character.pattern < 3 ? @character.pattern : 1
# Set rectangular transfer
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
if self.angle > 90 or angle < -90
sy = ( 4 - 2) / 2 * @ch if @character.direction == 6
sy = ( 6 - 2) / 2 * @ch if @character.direction == 4
sy = ( 8 - 2) / 2 * @ch if @character.direction == 2
sy = ( 2 - 2) / 2 * @ch if @character.direction == 8
end
self.src_rect.set(sx, sy, @cw, @ch)
end
# Set sprite coordinates
self.x = @character.screen_x
self.y = @character.screen_y-5
self.z = 10#@character.screen_z-1
# Set blend method and bush depth
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# Animation
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))
# Set opacity level based on light source distance
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
#--------------------------------------------------------------------------
# * In Range? (From Near's Anti Lag Script, edited)
# element : element
# object : object
# range : range in tiles
#--------------------------------------------------------------------------
def in_range?(element, object, range)
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
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
# This sprite is used to display the character.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias shadow_initialize initialize
alias shadow_update update
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
# character : character (Game_Character)
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
@viewport0 = Viewport.new(0, 0, 544, 416)
@viewport0.z = 1
@character = character
super(viewport)
@ombrelist = Array.new
@ombrelist = []
if character.is_a?(Game_Event) and $game_temp.shadow_spriteset.shadows != []
params = XPML.XPML_read("Shadow", @character.id, 5)
if params != nil
for i in 0...$game_temp.shadow_spriteset.shadows.size
@ombrelist.push(Sprite_Shadow.new(@viewport0, @character,i))
end
end
end
if character.is_a?(Game_Player) and $game_temp.shadow_spriteset.shadows != []
for i in 0...$game_temp.shadow_spriteset.shadows.size
@ombrelist.push(Sprite_Shadow.new(@viewport0, $game_player,i))
end
#===================================================
# * Compatibility with Caterpillar Functions
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters != nil
for member in $game_party.characters
for i in 0...$game_temp.shadow_spriteset.shadows.size
@ombrelist.push(Sprite_Shadow.new(@viewport0, member, i))
end
end
end
if SQUAD_MOVE_COMPATIBLE and $game_allies.values != nil
for member in $game_allies.values
for i in 0...$game_temp.shadow_spriteset.shadows.size
@ombrelist.push(Sprite_Shadow.new(@viewport0, member, i))
end
end
end
if CCOA_CATER_COMPATIBLE and $game_train.actors != nil
for member in $game_train.actors
for i in 0...$game_temp.shadow_spriteset.shadows.size
@ombrelist.push(Sprite_Shadow.new(@viewport0, member, i))
end
end
end
if TRICKSTER_CATER_COMPATIBLE and $game_party.followers != nil
for member in $game_party.followers
for i in 0...$game_temp.shadow_spriteset.shadows.size
@ombrelist.push(Sprite_Shadow.new(@viewport0, member, i))
end
end
end
#===================================================
# ** End of the compatibility
#===================================================
end
# Perform the original call
shadow_initialize(viewport, @character)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
shadow_update
if @ombrelist != []
for i in 0...@ombrelist.size
@ombrelist[i].update
end
end
end
end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :id
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class brings together map screen sprites, tilemaps, etc.
# It's used within the Scene_Map class.
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :shadows
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias shadow_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
$game_temp.shadow_spriteset = self
@shadows = []
warn = false
for k in $game_map.events.keys.sort
if ($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"]))
warn = true
end
params = XPML.XPML_read("Shadow Source", k, 5)
if params != nil
$game_temp.shadow_spriteset.shadows.push([$game_map.events[k]] + params)
end
end
if warn == true and SHADOW_WARN
p "Warning : At least one event on this map uses an obsolete way to add shadows"
end
# Perform the original call
shadow_initialize
end
end
#==============================================================================
# ** module XPML
#------------------------------------------------------------------------------
# This module handles the reading and passing of 'comment' parameters
#
# The main XPML method is used to check and read event comments.
# * It returns 'nil' if the markup 'check' text isn't even present.
# * It returns [] if no parameters are passed
# * It returns a parameter 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
#===================================================
module XPML
module_function
#--------------------------------------------------------------------------
# * XPML_read
# markup : text in event comment to check
# event_id : event ID
# max_param_number : maximum number of parameter/comments to load
#--------------------------------------------------------------------------
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
if max_param_number != 0 and j == i + max_param_number
return parameter_list
end
end
end
end
return parameter_list
end
end
[/spoiler]
Make a new project. Import all of those scripts and test. If you still get the error, remove 1 script and re- test. Do this until the problem is solved. Reimport that script again to double check that it does in fact fuck your shit up. If so, remove that script from your original project. Problem solved.
I can only guess, but I'd start with Sun & Shadows. If that's not it, do what grafikal suggested.
I'll try it but I'm just gonna mention 1st that sun & shadow has never given me problems before but I have never used such a unique set of scripts either...
If it is sun and shadow can somebody make a compatibility script???
EDIT:
OMG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
HOW DID YOU KNOW!!!!!!!!!! Thanks for the help MA! Also, grafikal, thanks for the suggestion! if modern algebra was wrong I would've done that right away!
MAGIC!
Your spoiler in the first post doesn't include the script though.
sorry about that I had to leave and then I forgot
Here are the cookies I forgot to give you guys!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1085.photobucket.com%2Falbums%2Fj426%2FRPGMakerVX52%2Fcookie.jpg&hash=219d2c48356db18b37aaa6d648c617fb60fbdf1b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1085.photobucket.com%2Falbums%2Fj426%2FRPGMakerVX52%2Fcookie.jpg&hash=219d2c48356db18b37aaa6d648c617fb60fbdf1b)
Please stop doing the things that you are doing.
It's pointless and not funny. And trust me, I'm experienced with pointless and not funny.
Quote from: Welfare-Daddy Pacman on May 05, 2011, 08:36:19 PM
Please stop doing the things that you are doing.
It's pointless and not funny. And trust me, I'm experienced with pointless and not funny.
1. People give cookies on the internet a lot
2. It would've made more sense to send that as a PM
3. I wish you could delete any comment on your own topics but I understand why that isn't an option
Now now children.
He started it. Anyway, I'm not going to get into more meaningless flaming because, well, it's meaningless, and I have more important things to do. Also, it gets me in to trouble. ;9
I don't think they want there cookies... :(
@Welfare-Daddy Pacman
Uh-uh I was being generous