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  1. Nome Script: Ombra sotto i PG Versione: 1.0 Autore/i: .XDênix:. Informazioni: Inserisce un'ombra di default sotto i PG. Istruzioni: Inserite lo script sotto Material. Per non avere l'ombra sotto ai PG, inserite nel nome evento SD. Script: #===========================================================================================# # Shadow in All Characters 1.0 # #===========================================================================================# # Características: # # Adiciona sombra ao herói e aos eventos. Para que a sombra de algum evento não apareça, # # basta botar o seu nome de SD. # #===========================================================================================# # Créditos: # # .XDênix:. # #===========================================================================================# $FENIX = {} $FENIX["Shadow in All Characters 1.0"] = true if $FENIX["Shadow in All Characters 1.0"] class Game_Event < Game_Character def name return @event.name end end class Spriteset_Map def create_shadow @player_shadow = Sprite.new(@viewport1) @player_shadow.bitmap = Cache.system("Shadow") @player_shadow.x = $game_player.screen_x - @player_shadow.bitmap.width / 2 rescue @player_shadow.x = -@player_shadow.bitmap.width @player_shadow.y = $game_player.screen_y - @player_shadow.bitmap.height + 5 + $game_map.airship.altitude rescue @player_shadow.y = -@player_shadow.bitmap.height if $game_player.vehicle_type == 2 @player_shadow.opacity = $game_map.airship.altitude * 8 @player_shadow.z = 180 else @player_shadow.opacity = 255 @player_shadow.opacity = 0 if $game_player.vehicle_type != -1 @player_shadow.z = 0 end @event_shadow = [] for i in 1..$game_map.events.size @event_shadow[i] = Sprite.new(@viewport1) if $game_map.events[i].name == "SD" @event_shadow[i].bitmap = Cache.system("") else @event_shadow[i].bitmap = Cache.system("Shadow") end @event_shadow[i].x = $game_map.events[i].screen_x - @event_shadow[i].bitmap.width / 2 rescue @event_shadow[i].x = -@event_shadow[i].bitmap.width @event_shadow[i].y = $game_map.events[i].screen_y - @event_shadow[i].bitmap.height + 5 rescue @event_shadow[i].y = -@event_shadow[i].bitmap.height end end def update_shadow @player_shadow.x = $game_player.screen_x - @player_shadow.bitmap.width / 2 rescue @player_shadow.x = -@player_shadow.bitmap.width @player_shadow.y = $game_player.screen_y - @player_shadow.bitmap.height + 5 + $game_map.airship.altitude rescue @player_shadow.y = -@player_shadow.bitmap.height @player_shadow.update if $game_player.vehicle_type == 2 @player_shadow.opacity = $game_map.airship.altitude * 8 @player_shadow.z = 180 else @player_shadow.opacity = 255 @player_shadow.opacity = 0 if $game_player.vehicle_type != -1 @player_shadow.z = 0 end if $game_player.vehicle_type != -1 $game_system.save_disabled = true else $game_system.save_disabled = false end for i in 1..$game_map.events.size @event_shadow[i].x = $game_map.events[i].screen_x - @event_shadow[i].bitmap.width / 2 rescue @event_shadow[i].x = -@event_shadow[i].bitmap.width @event_shadow[i].y = $game_map.events[i].screen_y - @event_shadow[i].bitmap.height + 5 rescue @event_shadow[i].y = -@event_shadow[i].bitmap.height @event_shadow[i].update end end def dispose_shadow @player_shadow.dispose for i in 1..$game_map.events.size @event_shadow[i].dispose rescue nil end end end end
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