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Chaoscrasher
22.08.2009, 22:36
Hallo allerseits.

Ich habe folgendes Problemchen:

ich fand unter diesem Link: http://www.antibornsarmee.de/forum/index.php?page=Thread&threadID=19&2bfc4fdb
ein seeeeehr vielversprechendes Ruby-Skript um Schatten ohne irgendwelche Pictures etc. und sogar noch in 3d zu erzeugen. (Am besten Mal Artikel durchlesen) Nun stellt sich mir folgendes Problem: Da die meiner Meinung nach völlig überflüssigen Smileys gewisse Textstellen unleserlich gemacht haben, kann man das Skript nicht richtig eingeben. Nun dies wäre an sich kein Problem was sich nicht durch einen neuen Artikel mit den fraglichen Smilies und einen anschließenden Blick in den Quellcode lösen lassen würde, doch leider "occured" nach dem Berichtigen im Texteditor ein "Syntax Error in line 239"
.Da ich mich in Ruby nicht so auskenne, habe ich jetzt diesen Thread geschrieben um zu fragen ob sich vieleicht jemand überwinden könnte für mich das Skript zu berprüfen. Ich wäre demjenigen seehr dankbar der mir weiterhelfen könnte und ich denke dieses Skript ist den Aufwand auf jeden Fall wert.
Hier ist der von mir verbesserte Text: (der Smilies mit den Fragezeichen bedeutet: ?(, der mit der Sonnenbrille bedeutet 8) und der unsichere Smiley bedeutet: :S .)

#==============================================================================
# ■ Sprite_Shadow (Sprite_Ombre )
# Based on Genzai Kawakami's shadows, dynamisme&features by Rataime, extra features Boushy
#==============================================================================

CATERPILLAR_COMPATIBLE = true

class Game_Party
attr_reader :characters
end

class Sprite_Shadow < RPG:sprite

attr_accessor :character

def initialize(viewport, character = nil,source = nil,anglemin=0,anglemax=0,distancemax=0)
super(viewport)
@anglemin=anglemin.to_f
@anglemax=anglemax.to_f
@distancemax=distancemax.to_f
@character = character
@source = source
update
end

def update
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.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
@deltax=@source.x-self.x
@deltay= @source.y-self.y
self.angle = 57.3*Math.atan2(@deltax, @deltay )
@angle_trigo=self.angle+90
if @angle_trigo<0
@angle_trigo=360+@angle_trigo
end
self.color = Color.new(0, 0, 0)
@distance = ((@deltax ** 2) + (@deltay ** 2))
if$game_map.shadows==-1
self.opacity = 0
else
self.opacity = 1200000/(@distance+6000)
end
@distance = @distance ** 0.5
if @distancemax !=0 and @distance>=@distancemax
self.opacity=0
end
if @anglemin !=0 or @anglemax !=0
if (@angle_trigo<@anglemin or @angle_trigo>@anglemax) and @anglemin<@anglemax
self.opacity=0
end
if (@angle_trigo<@anglemin and @angle_trigo>@anglemax) and @anglemin>@anglemax
self.opacity=0
end
end
end
end

#===================================================
# ▼ 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 character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["s"])
if (character.list[1]!=nil and character.list[1].code == 108)
@anglemin=character.list[1].parameters[0]
end
if (character.list[2]!=nil and character.list[2].code == 108)
@anglemax=character.list[2].parameters[0]
end
if (character.list[3]!=nil and character.list[3].code == 108)
@distancemax=character.list[3].parameters[0]
end
for i in $game_map.events.keys.sort
if ($game_map.events.is_a?(Game_Event) and $game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"])
@ombrelist[i+1] = Sprite_Shadow.new(viewport, $game_map.events[i],self,@anglemin,@anglemax,@distancemax)
end
end
@ombrelist[1] = Sprite_Shadow.new(viewport, $game_player,self,@anglemin,@anglemax,@distancemax)
#===================================================
# ● Compatibility with fukuyama's caterpillar script
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil

for member in $game_party.characters
@ombrelist.push(Sprite_Shadow.new(viewport, member,self,@anglemin,@anglemax,@distancemax))
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 1..@ombrelist.size
if @ombrelist[i]!=nil
@ombrelist[i].update
end
end
end
end

end

#===================================================
# ▼ CLASS Scene_Save edit
#===================================================
class Scene_Save < Scene_File

alias shadows_write_save_data write_save_data

def write_save_data(file)
$game_map.shadows = nil
shadows_write_save_data(file)
end
end

#===================================================
# ▼ CLASS Game_Map edit
#===================================================
class Game_Map
attr_accessor :shadows
end
[/code:1]



Einfügen der Scripts:

In der zweiten Scriptspalten kommt der folgende Script, bennent ihn z.B in: [i]Sprite_Sun

Der Script zu:Sprite_Sun,


[code:1]
#==============================================================================
# ■ Sprite_Sun
# # Based on Sprite_Shadow, modified by Rataime
#==============================================================================

CATERPILLAR_COMPATIBLE = true

class Game_Party
attr_reader :characters
end

class Sprite_Sun < RPG:Sprite
attr_accessor :character

def initialize(viewport, character = nil, self_angle = 45,self_opacity = 128)
super(viewport)
@character = character
@self_angle=self_angle
@self_opacity=self_opacity
update
end

def update
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
@direct=@character.direction

if self.angle>90 or angle<-90

if @direct== 6
sy = ( 4- 2) / 2 * @ch
end
if @direct== 4
sy = ( 6- 2) / 2 * @ch
end
if @direct != 4 and @direct !=6
sy = (@character.direction - 2) / 2 * @ch
end
else
sy = (@character.direction - 2) / 2 * @ch
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.opacity = @character.opacity
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
self.angle = @self_angle-90
self.color = Color.new(0, 0, 0)
$game_map.sun==-1 ? self.opacity = 0: self.opacity = @self_opacity
end
end

#===================================================
# ▼ CLASS Sprite_Character edit
#===================================================

class Sprite_Character < RPG:Sprite
alias sun_initialize initialize

def initialize(viewport, character = nil)
@character = character
super(viewport)
@sunlist=[]
if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["sun"])
if (character.list[1]!=nil and character.list[1].code == 108)
@self_angle=character.list[1].parameters[0]
else
@self_angle=45
end
if (character.list[2]!=nil and character.list[2].code == 108)
@self_opacity=character.list[2].parameters[0]
else
@self_opacity=128
end
for i in $game_map.events.keys.sort
if ($game_map.events.is_a?(Game_Event) and $game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"])
@sunlist[i+1] = Sprite_Sun.new(viewport, $game_map.events[i],@self_angle,@self_opacity)
end
end
@sunlist[1] = Sprite_Sun.new(viewport, $game_player,@self_angle,@self_opacity)


#===================================================
# ● Compatibility with fukuyama's caterpillar script
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil

for member in $game_party.characters
@sunlist.push(Sprite_Sun.new(viewport, member,@self_angle,@self_opacity))
end

end
#===================================================
# ● End of the compatibility
#===================================================


end
sun_initialize(viewport, @character)
end

alias sun_update update

def update
sun_update
if @sunlist!=[]
for i in 1..@sunlist.size
if @sunlist[i]!=nil
@sunlist[i].update
end
end
end
end

end

#===================================================
# ▼ CLASS Scene_Save edit
#===================================================
class Scene_Save < Scene_File

alias sun_write_save_data write_save_data

def write_save_data(file)
$game_map.sun = nil
sun_write_save_data(file)
end
end

#===================================================
# ▼ CLASS Game_Map edit
#===================================================
class Game_Map
attr_accessor :sun
end


Ich hoffe ihr könnt mir weiterhelfen denn ehrlich gesagt wäre dieses Skript ein Grund für mich alle Facesets zu achteln und meine bisherigen Spielanfänge nochmal komplett neu auf dem Rpg-Maker Xp zu machen.
Ich freue mich schon auf die schnellen Antworten und bedanke mich schonmal im vorraus. (=
mfg.

Chaoscrasher

Marsellus
22.08.2009, 22:47
Probier mal das:

#==============================================================================
# ¡ Sprite_Shadow (Sprite_Ombre )
# Based on Genzai Kawakami's shadows, dynamisme&features by Rataime, extra features Boushy
#==============================================================================

CATERPILLAR_COMPATIBLE = true

class Game_Party
attr_reader :characters
end

class Sprite_Shadow < RPG::Sprite

attr_accessor :character

def initialize(viewport, character = nil,source = nil,anglemin=0,anglemax=0,distancemax=0)
super(viewport)
@anglemin=anglemin.to_f
@anglemax=anglemax.to_f
@distancemax=distancemax.to_f
@character = character
@source = source
update
end

def update
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.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
@deltax=@source.x-self.x
@deltay= @source.y-self.y
self.angle = 57.3*Math.atan2(@deltax, @deltay )
@angle_trigo=self.angle+90
if @angle_trigo<0
@angle_trigo=360+@angle_trigo
end
self.color = Color.new(0, 0, 0)
@distance = ((@deltax ** 2) + (@deltay ** 2))
if$game_map.shadows==-1
self.opacity = 0
else
self.opacity = 1200000/(@distance+6000)
end
@distance = @distance ** 0.5
if @distancemax !=0 and @distance>=@distancemax
self.opacity=0
end
if @anglemin !=0 or @anglemax !=0
if (@angle_trigo<@anglemin or @angle_trigo>@anglemax) and @anglemin<@anglemax
self.opacity=0
end
if (@angle_trigo<@anglemin and @angle_trigo>@anglemax) and @anglemin>@anglemax
self.opacity=0
end
end
end
end

#===================================================
# ¥ 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 character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["s"])
if (character.list[1]!=nil and character.list[1].code == 108)
@anglemin=character.list[1].parameters[0]
end
if (character.list[2]!=nil and character.list[2].code == 108)
@anglemax=character.list[2].parameters[0]
end
if (character.list[3]!=nil and character.list[3].code == 108)
@distancemax=character.list[3].parameters[0]
end
for i in $game_map.events.keys.sort
if ($game_map.events[i].is_a?(Game_Event) and $game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"])
@ombrelist[i+1] = Sprite_Shadow.new(viewport, $game_map.events[i],self,@anglemin,@anglemax,@distancemax)
end
end
@ombrelist[1] = Sprite_Shadow.new(viewport, $game_player,self,@anglemin,@anglemax,@distancemax)
#===================================================
# œ Compatibility with fukuyama's caterpillar script
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil

for member in $game_party.characters
@ombrelist.push(Sprite_Shadow.new(viewport, member,self,@anglemin,@anglemax,@distancemax))
end

end
#===================================================
# œ End of the compatibility
#===================================================
end
shadow_initialize(viewport, @character)
end

alias shadow_update update

def update
shadow_update
if @ombrelist!=[]
for i in 1..@ombrelist.size
if @ombrelist[i]!=nil
@ombrelist[i].update
end
end
end
end

end

#===================================================
# ¥ CLASS Scene_Save edit
#===================================================
class Scene_Save < Scene_File

alias shadows_write_save_data write_save_data

def write_save_data(file)
$game_map.shadows = nil
shadows_write_save_data(file)
end
end

#===================================================
# ¥ CLASS Game_Map edit
#===================================================
class Game_Map
attr_accessor :shadows
end

Rusk
23.08.2009, 08:16
Ein Tip von mir:
Lass das Schattenscript lieber liegen. Es sieht schön aus, aber es frisst eine Menge Leistung und das führt zu Ruckelproblemen.
Bleibt aber deine Entscheidung.

Chaoscrasher
23.08.2009, 10:57
Ich habe gerade bemerkt dass das eine große Skript in Wirklichkeit zwei kleine waren. Nur jetzt kommt wieder eine Fehlermeldung namens
"Script 'SpriteSun' line 12: NoMethod Error occured.
undefined ethod ´Rpg' for nil:NilClass
Ich hoffe ihr könnt mir helfen denn so konnte ich bisher noch nichtmal überprüffen ob es wirklich so Ressourcenfressend ist.
Nochmal danke im vorraus. (=

Rusk
23.08.2009, 11:14
Also, das Schattenscript beinhaltet zwei Scripts.
Für die Sonne machst du ein Event mit dem Kommentar "s".
Du kannst das natürlich erweitern
Das sieht so aus:

Kommentar: s
Kommentar: 260 #Das is die Transparenz
Kommentar: 90 #Das is der Winkel
Kommentar: 300 #Das is die Reichweite in Pixel

(Stell das Event mit der Sonne ganz oben links auf der Map.)

Du kannst auch Evente (NPCs, Monstern, usw.) auch einen Schatten verleihen.
Das Event muss dazu ein Kommentar mit dem Buchstaben "o" haben.
Wenn du das alles machst, hast du schöne Schatteneffekte. ;)
Bei Problemen einfach melden.
MfG Deamonic


#==============================================================================
# ■ Sprite_Shadow (Sprite_Ombre )
# Based on Genzai Kawakami's shadows, dynamisme&features by Rataime, extra features Boushy
#==============================================================================

CATERPILLAR_COMPATIBLE = true

class Game_Party
attr_reader :characters
end

class Sprite_Shadow < RPG::Sprite

attr_accessor :character

def initialize(viewport, character = nil,source = nil,anglemin=0,anglemax=0,distancemax=0)
super(viewport)
@anglemin=anglemin.to_f
@anglemax=anglemax.to_f
@distancemax=distancemax.to_f
@character = character
@source = source
update
end

def update
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.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
@deltax=@source.x-self.x
@deltay= @source.y-self.y
self.angle = 57.3*Math.atan2(@deltax, @deltay )
@angle_trigo=self.angle+90
if @angle_trigo<0
@angle_trigo=360+@angle_trigo
end
self.color = Color.new(0, 0, 0)
@distance = ((@deltax ** 2) + (@deltay ** 2))
if$game_map.shadows==-1
self.opacity = 0
else
self.opacity = 1200000/(@distance+6000)
end
@distance = @distance ** 0.5
if @distancemax !=0 and @distance>=@distancemax
self.opacity=0
end
if @anglemin !=0 or @anglemax !=0
if (@angle_trigo<@anglemin or @angle_trigo>@anglemax) and @anglemin<@anglemax
self.opacity=0
end
if (@angle_trigo<@anglemin and @angle_trigo>@anglemax) and @anglemin>@anglemax
self.opacity=0
end
end
end
end

#===================================================
# ▼ 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 character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["s"])
if (character.list[1]!=nil and character.list[1].code == 108)
@anglemin=character.list[1].parameters[0]
end
if (character.list[2]!=nil and character.list[2].code == 108)
@anglemax=character.list[2].parameters[0]
end
if (character.list[3]!=nil and character.list[3].code == 108)
@distancemax=character.list[3].parameters[0]
end
for i in $game_map.events.keys.sort
if ($game_map.events[i].is_a?(Game_Event) and $game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"])
@ombrelist[i+1] = Sprite_Shadow.new(viewport, $game_map.events[i],self,@anglemin,@anglemax,@distancemax)
end
end
@ombrelist[1] = Sprite_Shadow.new(viewport, $game_player,self,@anglemin,@anglemax,@distancemax)
#===================================================
# ● Compatibility with fukuyama's caterpillar script
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil

for member in $game_party.characters
@ombrelist.push(Sprite_Shadow.new(viewport, member,self,@anglemin,@anglemax,@distancemax))
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 1..@ombrelist.size
if @ombrelist[i]!=nil
@ombrelist[i].update
end
end
end
end

end

#===================================================
# ▼ CLASS Scene_Save edit
#===================================================
class Scene_Save < Scene_File

alias shadows_write_save_data write_save_data

def write_save_data(file)
$game_map.shadows = nil
shadows_write_save_data(file)
end
end

#===================================================
# ▼ CLASS Game_Map edit
#===================================================
class Game_Map
attr_accessor :shadows
end


#==============================================================================
# ■ Sprite_Sun
# # Based on Sprite_Shadow, modified by Rataime
#==============================================================================

CATERPILLAR_COMPATIBLE = true

class Game_Party
attr_reader :characters
end

class Sprite_Sun < RPG::Sprite
attr_accessor :character

def initialize(viewport, character = nil, self_angle = 45,self_opacity = 128)
super(viewport)
@character = character
@self_angle=self_angle
@self_opacity=self_opacity
update
end

def update
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
@direct=@character.direction

if self.angle>90 or angle<-90

if @direct== 6
sy = ( 4- 2) / 2 * @ch
end
if @direct== 4
sy = ( 6- 2) / 2 * @ch
end
if @direct != 4 and @direct !=6
sy = (@character.direction - 2) / 2 * @ch
end
else
sy = (@character.direction - 2) / 2 * @ch
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.opacity = @character.opacity
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
self.angle = @self_angle-90
self.color = Color.new(0, 0, 0)
$game_map.sun==-1 ? self.opacity = 0: self.opacity = @self_opacity
end
end

#===================================================
# ▼ CLASS Sprite_Character edit
#===================================================

class Sprite_Character < RPG::Sprite
alias sun_initialize initialize

def initialize(viewport, character = nil)
@character = character
super(viewport)
@sunlist=[]
if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["sun"])
if (character.list[1]!=nil and character.list[1].code == 108)
@self_angle=character.list[1].parameters[0]
else
@self_angle=45
end
if (character.list[2]!=nil and character.list[2].code == 108)
@self_opacity=character.list[2].parameters[0]
else
@self_opacity=128
end
for i in $game_map.events.keys.sort
if ($game_map.events[i].is_a?(Game_Event) and $game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"])
@sunlist[i+1] = Sprite_Sun.new(viewport, $game_map.events[i],@self_angle,@self_opacity)
end
end
@sunlist[1] = Sprite_Sun.new(viewport, $game_player,@self_angle,@self_opacity)


#===================================================
# ● Compatibility with fukuyama's caterpillar script
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil

for member in $game_party.characters
@sunlist.push(Sprite_Sun.new(viewport, member,@self_angle,@self_opacity))
end

end
#===================================================
# ● End of the compatibility
#===================================================


end
sun_initialize(viewport, @character)
end

alias sun_update update

def update
sun_update
if @sunlist!=[]
for i in 1..@sunlist.size
if @sunlist[i]!=nil
@sunlist[i].update
end
end
end
end

end

#===================================================
# ▼ CLASS Scene_Save edit
#===================================================
class Scene_Save < Scene_File

alias sun_write_save_data write_save_data

def write_save_data(file)
$game_map.sun = nil
sun_write_save_data(file)
end
end

#===================================================
# ▼ CLASS Game_Map edit
#===================================================
class Game_Map
attr_accessor :sun
end

Rusk
23.08.2009, 11:32
Genau so gemacht, kein Schatten bei mir.. ^^

Mich hat es auch vorher gewundert, dass es bei mir geklappt hat, da es früher nicht so gegangen ist.
Da habe ich die Hybris-Variante ausprobiert.

Probier mal das:

Sonneevent:


Kommentar:begin sun
Kommentar: opacity 60
Kommentar:angle 120

NPC-Schatten:


Kommentar: - (einfach frei lassen)
Kommentar:begin shadow