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BS/Battlers Addon Tankentai Realistic Shadow

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Nome Script:Tankentai Realistic Shadow

Versione: 0.2

Autore/i: wltr3565

 

Informazioni:

Questo script, offre la possibilità di inserire sotto i PG un'ombra realistica che segue il movimento dello sprite di battaglia.

E' un effetto molto bello che consiglio di inserire a chi usa il sistema di battaglia di Enu.

 

Istruzioni:

Inserite lo script sopra Main.

 

Script:

 

=begin
================================================================================
				  wltr3565's Tankentai Realistic Shadow
							    v0.2 VX
================================================================================
This script is a mere eye candy, simply to make Tankentai's battler shadows true
to the battlers' original sprites. But I'm very sure this is not perfect yet.
This version, v0.1, is open to public to be tested for more improvements. Alas,
this script is not perfect. I lack the experience to straightly configure bitmap
drawing. I cannot make sprites slanted as in photoshop. This is the best that I
can do in RGSS2. Please do give feedbacks for further improvements, especially
bugs.
Do free to use it for your own purpose. Just credit me, and watch out for bugs.
================================================================================
Features:
- Easy to install; Just insert this below Tankentai.
- Make shadows realistic, true to their real form.
================================================================================
Notes:
- Realistic shadows means making the process heavier than simple shadows. It's
  not recommended yet for low-end PCs.
- The shadows may be misplaced. You can configure the positions by adjusting
  the shadows' position in SBS Battler Configuration.
- Don't ask about this script's compatibility between Kaduki Tankentai, Default
  Tankentai, etc. THIS IS OBVIOUSLY COMPATIBLE FOR ALL VERSIONS OF TANKENTAI!!!
  Except you have a script that do something with shadows.
- It is recommeded to use detailed sprites (Not chibi style e.g. Kaduki's) with
  this script.
- For now it only shades greatly for northern (from screen) source of light.
- This is for RMVX version of Tankentai, and thus, for RMVX only.
================================================================================
=end
module WLTR
  SHADE_PERSPECTIVE = 0.4 # Simply the shadow's vertical zoom, for perspective.
end
class Sprite_Battler < Sprite_Base
  def make_shadow
    @[member='Shadow'].dispose if @[member='Shadow'] != nil
    @battler_hue = @battler.battler_hue
    @[member='Shadow'] = Sprite.new(viewport)
    @[member='Shadow'].z = self.z - 4
    @[member='Shadow'].visible = false
    # バトラーに当てられた影グラフィックを用意
    @[member='Shadow'].bitmap = self.bitmap
    @[member='Shadow'].src_rect = self.src_rect
    @[member='Shadow']_height = @[member='Shadow'].bitmap.height
    # 影位置の微調整用インスタンス
    @[member='Shadow']_plus_x = @battler.shadow_plus[0] - @width / 2
    @[member='Shadow']_plus_y = @battler.shadow_plus[1]
    # 更新
    @[member='Shadow'].zoom_x = self.zoom_x
    @[member='Shadow'].zoom_y = WLTR::SHADE_PERSPECTIVE * self.zoom_y
    @[member='Shadow'].tone.set(-255, -255, -255)
    @[member='Shadow'].visible = false if @battler.shadow == ""
    update_shadow
  end

  def update_shadow
    @[member='Shadow'].opacity = 108 * self.opacity / 255
    @[member='Shadow'].angle = 180 - self.angle
    @[member='Shadow'].src_rect = self.src_rect
    @[member='Shadow'].mirror = true
    @[member='Shadow'].ox = @width - self.ox
    @[member='Shadow'].oy = self.oy
    @[member='Shadow'].visible = false if @battler.shadow == ""
    @[member='Shadow'].zoom_x = self.zoom_x
    @[member='Shadow'].zoom_y = WLTR::SHADE_PERSPECTIVE * self.zoom_y
    @[member='Shadow'].x = @battler.position_x
    @[member='Shadow'].y = @battler.position_y + @[member='Shadow']_plus_y - (@jump_plus * 2)
    @[member='Shadow'].z = @battler.position_z - 4
  end

  alias shadow_battler_anime battler_anime
  def battler_anime
    shadow_battler_anime
  
    return if @[member='Shadow'] == nil
    @[member='Shadow'].bitmap = self.bitmap
    @[member='Shadow'].src_rect = self.src_rect
  end
end
#===============================================================================
#
# END OF SCRIPT
#
#===============================================================================

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      Istruzioni all'interno dello script.

      Script:


      #=============================================================================== # Dynamic Class Changer v1.1 (RGSS3) # by ???nOBodY??? # Last Updated: 12/12/2011 # # Version 1.1 # #=============================================================================== # # Update History: # - Version 1.1  - Actors' noteboxes implemented /w notetag support # - Version 1.0  - Initial release; RGSS2 => RGSS3 # #=============================================================================== # # This snippet allows an actor's class name to be changed according to who is # using the class. For example, the default setup below changes "Magician" to # "Wizard" for males, and "Witch" for females, for the first four party members. # This can be used in a variety of ways, from gender-based to Zodiac-sign-based, # to even having every class be named something unique for every character in the # game! Slightly modified for RMVX Ace. # # New to RMVXA's v1.1, is the ability to use the new editor's built-in noteboxes # for actors: # #   <class name: ID New Name> # # Ex. # #   <class name: 3 Wizard> #   <class name: 4 Priest> #   <class name: 5 » Super Hero! «> # #=============================================================================== # Credits: # # -???nOBodY??? (aka sUBzeR_0) # -Special Thanks to Victor Sant #=============================================================================== # # Overwrites: # - Window_Base: draw_actor_class # #=============================================================================== $imported = {} if $imported == nil $imported["DynamicClassChanger"] = true module SUBZERO_MODULE   #only include the class ids you wish to have their names changed   INITIAL_CLASS_NAMES = {     # actor id => [ [class id,name],[class id,name],[class id,name] ]     0 => 0, # DO NOT REMOVE     1 => [ [3,"Wizard"],[4,"Priest"] ],     2 => [ [3,"Witch"],[4,"Cleric"], ],     3 => [ [3,"Wizard"],[4,"Priest"] ],     4 => [ [3,"Witch"],[4,"Cleric"] ],     5 => [  ],     6 => [  ],     7 => [  ],     8 => [  ],   }   # <class name: ID New Name>   CLASS_NAME = /<CLASS[ _]*NAME:?[ ]*(d+)[ ]*(.*)>/i end #=============================================================================== # CUSTOMIZATION END. FURTHER EDITTING IS DONE AT YOUR OWN RISK. YOU HAVE BEEN WARNED. #=============================================================================== #=============================================================================== # Window_Base #=============================================================================== class Window_Base < Window   #--------------------------------------------------------------------------     # * Draw Class     #     actor : actor     #     x     : draw spot x-coordinate     #     y     : draw spot y-coordinate     #--------------------------------------------------------------------------     def draw_actor_class(actor, x, y, width = 112)       change_color(normal_color)       #sUBzeR_0 Patch       text = actor.class.name       i = 0       until i == SUBZERO_MODULE::INITIAL_CLASS_NAMES[actor.id].size         if SUBZERO_MODULE::INITIAL_CLASS_NAMES[actor.id][i].include?(actor.class.id)           text = SUBZERO_MODULE::INITIAL_CLASS_NAMES[actor.id][i][1]           break         end         i += 1       end       note = $data_actors[actor.id].note       note.scan(SUBZERO_MODULE::CLASS_NAME).each do |id, name|         text = name if actor.class_id == id.to_i       end       draw_text(x, y, width, line_height, text)       #sUBzeR_0 Patch     end end #class Window_Base < Window
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