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Motto: Dreams shed light on the dim places where reason itself has yet to voyage.
Schattenscript ändert Durchsichtigkeit von Animationen
Hiho ^^
Mir ist gerade etwas sehr merkwürdiges aufgefallen.
Ich benutze dieses Script für Schatten:
Mein "Problem" ist nun: Ich habe festgestellt, dass auf Maps, auf denen ich das Script verwende, meine Battle Animationen durchsichtig sind.
Zumindest solange ich mich im Radius des Schattens befinde O.o

Kaum sichtbar

Sichtbar
Kann man das irgendwie beheben?
Wäre echt toll ._.
Danke schonmal
LG
Foxy
Mir ist gerade etwas sehr merkwürdiges aufgefallen.
Ich benutze dieses Script für Schatten:
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Ruby Quellcode |
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#============================================================================== # ** Dynamic Shadows #------------------------------------------------------------------------------ # Rataime # Version 4.0 # 06/05/2007 (2007-05-06) # Version 1.0 was based on Genzai Kawakami's shadows, extra features Boushy # Versión sin SDK by DarkZas http://www.planetarpg.com.ar #============================================================================== #============================================================================== # Here's the brand new free configuration feature # The comments will be compared to the pattern using Regexp, except that I did # the entire work for you, so you don't have to know regexps at all. # Just choose the trigger ('s', 'begin shadow' or whatever), and the pattern # The pattern can be one line or a list to use multiple comment lines. # arg1 is the minimum angle # arg2 is the maximum angle # arg3 is the maximum distance # The only thing you must do is using 'trigger' before the arguments # Examples : # # SHADOWS_SOURCE_COMMENT_TRIGGER = 's' # SHADOWS_SOURCE_COMMENT_PATTERN = ['trigger','arg1','arg2','arg3'] # SHADOWS_CHAR_COMMENT_TRIGGER = 'o' # SHADOWS_CHAR_COMMENT_PATTERN = 'trigger' # is the old way to use shadows, with a single 's' in the first line, and the # arguments in following lines # # SHADOWS_SOURCE_COMMENT_TRIGGER = 'begin shadow source' # SHADOWS_SOURCE_COMMENT_PATTERN = # ['trigger','anglemin arg1','anglemax arg2','distancemax arg3'] # SHADOWS_CHAR_COMMENT_TRIGGER = 'begin shadow' # SHADOWS_CHAR_COMMENT_PATTERN = 'trigger' # will work with : # Comment "begin shadow source" # Comment "anglemin 0" # Comment "anglemax 0" # Comment "distancemax 250" # # Take the time to choose something you like, and something compatible with other # scripts. # Note that the comments will be detected even if they aren't in the beginning # of the event's action list. Ah, and you can switch the arguments if you like #============================================================================== #============================================================================== # Here is the method I like best, because of its compatibility with other # scripts. But don't hesitate to change it. # It will react to something like Shadow|0|0|250 #============================================================================== SHADOWS_SOURCE_COMMENT_TRIGGER = 'Shadow' SHADOWS_SOURCE_COMMENT_PATTERN = 'trigger|arg1|arg2|arg3' SHADOWS_CHAR_COMMENT_TRIGGER = 'o' SHADOWS_CHAR_COMMENT_PATTERN = 'trigger' #============================================================================== # An important option : if you set it to true, the shadows will get longer if # you are far from the source. Nice, but induces lag : it will eat your CPU, # and quite possibly your first born if you try that on a big map. #============================================================================== SHADOW_GETS_LONGER = false #============================================================================== # Misc options # If an event has its opacity below SHADOWS_OPACITY_THRESHOLD, no shadow will # be displayed. # Set SHADOWS_CATERPILLAR_COMPATIBLE to true if you uses the caterpillar script #============================================================================== SHADOWS_OPACITY_THRESHOLD = 100 SHADOWS_CATERPILLAR_COMPATIBLE = false #============================================================================== # You probably won't need to touch this : it's the 'map' of how to display the # shadow depending on the event's direction and his relative position to the # source. a minus means the shadow is mirrored. It seems complex, and it is. # Complain to Enterbrain (why didn't they use something clockwise or counter- # clockwise ? I suspect it's because of the rm2k legacy. More explanations # below. #============================================================================== SHADOWS_DIRECTION_ARRAY = Array.new SHADOWS_DIRECTION_ARRAY[2] = [ -3, 4, -2, 1 ] SHADOWS_DIRECTION_ARRAY[4] = [ 4, -2, 1, -3 ] SHADOWS_DIRECTION_ARRAY[6] = [ 1, -3, 4, -2 ] SHADOWS_DIRECTION_ARRAY[8] = [ -2, 1, -3, 4 ] #============================================================================== # ** Game_Party, for compatibility with the caterpillar script. #============================================================================== class Game_Party attr_reader :characters end #============================================================================== # ** Sprite_Shadow, the meat of this script #============================================================================== class Sprite_Shadow < RPG::Sprite attr_accessor :character #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- def initialize(viewport, character = nil,source = nil,anglemin=0, \ anglemax=0,distancemax=700) super(viewport) @anglemin=anglemin.to_f @anglemax=anglemax.to_f @distancemax=distancemax.to_f @character = character @source = source self.color = Color.new(0, 0, 0) update end #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- def update if @character.transparent or @character.opacity <= SHADOWS_OPACITY_THRESHOLD self.visible = false return end @deltax=(@source.real_x-@character.real_x)/4 @deltay= (@source.real_y-@character.real_y)/4 @distance = (((@deltax ** 2) + (@deltay ** 2))** 0.5) if @distancemax !=0 and @distance>@distancemax self.visible = false return end self.angle = 57.3*Math.atan2(@deltax, @deltay ) @angle_trigo= (self.angle+90) % 360 if @anglemin !=0 or @anglemax !=0 if (@angle_trigo<@anglemin or @angle_trigo>@anglemax) and \ @anglemin<@anglemax self.visible = false return elsif (@angle_trigo<@anglemin and @angle_trigo>@anglemax) and \ @anglemin>@anglemax self.visible = false return end 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 = true self.x = @character.screen_x self.y = @character.screen_y-8 self.z = @character.screen_z(@ch)-1 if @character.animation_id != 0 animation = $data_animations[@character.animation_id] animation(animation, true) @character.animation_id = 0 end if @tile_id == 0 sx = @character.pattern * @cw quarter = ((@angle_trigo/90+0.5).floor)%4 # The quarter is the position of the event relative to the source. # Imagine the source is the o point (0,0). Trace the 2 lines # y=x and y=-x : you get something like a big X # On the right, quarter=0. Up, quarter = 1, and so on # Take the @character.direction row (2,4,6,8), and the quarter # column (0,1,2,3) (remember, it starts at 0), and you'll get # a number between 1 and 4. It correspond to the row of the charset # the shadow will be, and mirrored if negative. # Yes, it isn't obvious, but I didn't find any simple operation to # get those. magic = SHADOWS_DIRECTION_ARRAY[@character.direction][quarter] magic = -magic if magic < 0 self.mirror = true magic = -magic else self.mirror = false end sy = (magic-1)*@ch self.src_rect.set(sx, sy, @cw, @ch) end # This is the formula of the opacity in function of the distance # ** 2 means square self.opacity = 600/((@distance ** 2)/ 400 + 6) #1200/((@distance ** 2)/ 1000 + 6) # This is the formula of the size in function of the distance # The 0.75 is here so you have a size of 1:1 when next to the source. self.zoom_y=0.75 + @distance / 256 if SHADOW_GETS_LONGER end end #====================================================================== # ** Sprite_Character EDIT #====================================================================== # All those things could go somewhere else, but they # work quite well here. #====================================================================== class Sprite_Character < RPG::Sprite @@regexp_source = nil @@regexp_source_short = nil @@regexp_char = nil @@regexp_char_short = nil alias rataime_shadow_initialize initialize #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- def initialize(viewport, character = nil) if @@regexp_source == nil regexp_initialize end @character = character super(viewport) @ombrelist=[] if (character.is_a?(Game_Event) and character.list!=nil) # Let's check the comments in our event list for j_list in 0..character.list.size-1 #p [@@regexp_source_short, character.list[j_list].parameters[0]] if (character.list[j_list].code == 108 and \ @@regexp_source_short.match(character.list[j_list].parameters[0])!= nil) # Haha ! We found a trigger tag ! Time to retrieve the parameters ! parameter_string = character.list[j_list].parameters[0] j_list += 1 while j_list < character.list.size and \ (character.list[j_list].code == 108 or \ character.list[j_list].code == 408) parameter_string = parameter_string + "\n" + \ character.list[j_list].parameters[0] j_list += 1 end # The following line is a nifty piece of code. Really. @anglemin,@anglemax,@distancemax = \ (regexp_get_parameters(parameter_string, true)+[nil]*3)[0..2] # We have our source parameters. Let's find which events we should # make have a shadow for i in $game_map.events.keys.sort if ($game_map.events[i].is_a?(Game_Event) and \ $game_map.events[i].list!=nil) for i_list in 0..$game_map.events[i].list.size-1 if (($game_map.events[i].list[i_list].code == 108 or \ $game_map.events[i].list[i_list].code == 408 )and \ @@regexp_char_short.match( \ $game_map.events[i].list[i_list].parameters[0])!= nil) @ombrelist[i+1] = Sprite_Shadow.new(viewport, $game_map.events[i],\ self,@anglemin,@anglemax,@distancemax) break # no need to add more than one shadow per source per event end end # end for end end # end for @ombrelist[1] = Sprite_Shadow.new(viewport, $game_player,self,@anglemin,\ @anglemax,@distancemax) #=================================================== # Compatibility with fukuyama's caterpillar script #=================================================== if SHADOWS_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 break # We don't need to go further in the source's list end # end for end rataime_shadow_initialize(viewport, @character) end alias rataime_shadow_update update #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- def update rataime_shadow_update if @ombrelist!=[] for i in 1..@ombrelist.size if @ombrelist[i]!=nil @ombrelist[i].update end end end end #-------------------------------------------------------------------------- # * Real_x : it just returns the character's real_x #-------------------------------------------------------------------------- def real_x return @character.real_x end #-------------------------------------------------------------------------- # * Real_y : it just returns the character's real_y #-------------------------------------------------------------------------- def real_y return @character.real_y end #-------------------------------------------------------------------------- # * regexp_initialize : the brand new configuration function # This function generate the regexps based on the configuration #-------------------------------------------------------------------------- def regexp_initialize @@regexp_source = regexp_generate(true) @@regexp_char = regexp_generate(false) @@regexp_source_short = @@regexp_source @@regexp_char_short = @@regexp_char if SHADOWS_SOURCE_COMMENT_PATTERN.is_a?(Array) @@regexp_source_short = regexp_generate_short(@@regexp_source) end if SHADOWS_CHAR_COMMENT_PATTERN.is_a?(Array) @@regexp_char_short = regexp_generate_short(@@regexp_char) end end #-------------------------------------------------------------------------- # * regexp_generate generate a full length regexp including the arguments # detection. #-------------------------------------------------------------------------- def regexp_generate(source = false) if source pattern = SHADOWS_SOURCE_COMMENT_PATTERN trigger = SHADOWS_SOURCE_COMMENT_TRIGGER @@argument_indexes_source = [] indexes = @@argument_indexes_source else pattern = SHADOWS_CHAR_COMMENT_PATTERN trigger = SHADOWS_CHAR_COMMENT_TRIGGER @@argument_indexes_char = [] indexes = @@argument_indexes_char end if pattern.is_a?(Array) string = Regexp.escape(pattern.join("\n")) else string = Regexp.escape(pattern) end string = string.gsub('trigger',')('+trigger+')(') splitted = string.split('arg') regexp = '\A(' + splitted[0] + '(\d+)){0,1}' for i in 1..splitted.size-1 if splitted[i][0..0].to_i == 0 p 'Error : You probably forgot a digit after an arg' raise else indexes.push(splitted[i][0..0].to_i) regexp = regexp + '(' + splitted[i][1..splitted[i].size-1] + '(\d+)){0,1}' end end return Regexp.new(regexp.chomp('(\d+)){0,1}') + ')') end #-------------------------------------------------------------------------- # * Will return a shorter regexp, but still able to identify the trigger #-------------------------------------------------------------------------- def regexp_generate_short(regexp) string = regexp.inspect string = string.split('\n')[0] string = string[1..string.size-2] return Regexp.new(string) end #-------------------------------------------------------------------------- # * regexp_get_parameters is called whenever a trigger has been identify, # and the script wants to know the arguments. It returns an array in the # right orger [arg1,arg2,arg3] #-------------------------------------------------------------------------- def regexp_get_parameters(string, source = false) if source regexp = @@regexp_source indexes = @@argument_indexes_source.dup else regexp = @@regexp_char indexes = @@argument_indexes_char.dup end indexes = indexes.reverse! match_array = regexp.match(string).captures return_array = Array.new if match_array.size > 3 for i in 2..match_array.size-1 if ((i.to_f/2).ceil)*2 != i and match_array[i]!=nil return_array[indexes.pop-1] = match_array[i] end end end return return_array end end #============================================================================== # â– Sprite_Sun # # Based on Sprite_Shadow, modified by Rataime #============================================================================== CATERPILLAR_COMPATIBLE = false 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 #=================================================== # â–¼ 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) #=================================================== # â— 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 #=================================================== # â— 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 #=================================================== # â–¼ CLASS Game_Map edit #=================================================== class Game_Map attr_accessor :sun end |
zum Lesen den Text mit der Maus markieren
Mein "Problem" ist nun: Ich habe festgestellt, dass auf Maps, auf denen ich das Script verwende, meine Battle Animationen durchsichtig sind.
Zumindest solange ich mich im Radius des Schattens befinde O.o
Kaum sichtbar
Sichtbar
Kann man das irgendwie beheben?
Wäre echt toll ._.
Danke schonmal
LG
Foxy
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Jokes
In C, you merely shoot yourself in the foot.
In C++, you accidentally create a dozen instances of yourself and shoot them all in the foot. Providing emergency medical care is impossible, because you can't tell which are bitwise copies and which are just pointing at others and saying, "That's me, over there."
zum Lesen den Text mit der Maus markieren
Benutzerinformationen überspringen
Motto: Dreams shed light on the dim places where reason itself has yet to voyage.
*push*
Bin mal so frei ^^
Bin mal so frei ^^
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Meins-
Aktuell -
The rest
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Tutorials/Ressourcen -
Fähigkeiten
RPG Maker XP
Storywriting:
Pixeln:
Photoshop:
Mapping:
Eventing:
Musik:
Scripting (rgss1):

-
-
Support -
Jokes
In C, you merely shoot yourself in the foot.
In C++, you accidentally create a dozen instances of yourself and shoot them all in the foot. Providing emergency medical care is impossible, because you can't tell which are bitwise copies and which are just pointing at others and saying, "That's me, over there."
zum Lesen den Text mit der Maus markieren
Am besten du machst mal ein Test Projekt wo schon alles so eingestellt ist und lädst es hier hoch.
Ich hab keine Lust zu gucken wie das Script funktioniert um dann nach den Fehler zu suchen.
Ich hab keine Lust zu gucken wie das Script funktioniert um dann nach den Fehler zu suchen.
Nur noch selten hier.
'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
Benutzerinformationen überspringen
Motto: Dreams shed light on the dim places where reason itself has yet to voyage.
-
Meins-
Aktuell -
The rest
-
Tutorials/Ressourcen -
Fähigkeiten
RPG Maker XP
Storywriting:
Pixeln:
Photoshop:
Mapping:
Eventing:
Musik:
Scripting (rgss1):

-
-
Support -
Jokes
In C, you merely shoot yourself in the foot.
In C++, you accidentally create a dozen instances of yourself and shoot them all in the foot. Providing emergency medical care is impossible, because you can't tell which are bitwise copies and which are just pointing at others and saying, "That's me, over there."
zum Lesen den Text mit der Maus markieren
Ich weiss warum es passiert, weiss aber nicht wie ich es lösen könnte.
Aber ich weiss einen Weg wie man es trotzdem halbwegs hinbekommt das die Animation korrekt angezeigt wird:
Erstmal ändere im Script Zeile 72 zu
Beim Event von den Typen machst du das:

Mehr kann ich nicht bieten, vielleicht kann dir wer anders noch helfen.
Aber ich weiss einen Weg wie man es trotzdem halbwegs hinbekommt das die Animation korrekt angezeigt wird:
Erstmal ändere im Script Zeile 72 zu
|
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Ruby Quellcode |
1 |
SHADOWS_OPACITY_THRESHOLD = 254 |
Beim Event von den Typen machst du das:

Mehr kann ich nicht bieten, vielleicht kann dir wer anders noch helfen.
Nur noch selten hier.
'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
Benutzerinformationen überspringen
Motto: Dreams shed light on the dim places where reason itself has yet to voyage.
Danke, das klappt soweit....
Zur Not reicht das so auch, falls niemand eine besser Lösung finden sollte.
Ich fand es nur etwas nervig, keine Battle Animationen abspielen zu können, wenn im Raum irgendwas Schatten wirft. XD
Zur Not reicht das so auch, falls niemand eine besser Lösung finden sollte.
Ich fand es nur etwas nervig, keine Battle Animationen abspielen zu können, wenn im Raum irgendwas Schatten wirft. XD
-
Meins-
Aktuell -
The rest
-
Tutorials/Ressourcen -
Fähigkeiten
RPG Maker XP
Storywriting:
Pixeln:
Photoshop:
Mapping:
Eventing:
Musik:
Scripting (rgss1):

-
-
Support -
Jokes
In C, you merely shoot yourself in the foot.
In C++, you accidentally create a dozen instances of yourself and shoot them all in the foot. Providing emergency medical care is impossible, because you can't tell which are bitwise copies and which are just pointing at others and saying, "That's me, over there."
zum Lesen den Text mit der Maus markieren
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