77outlaw77

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Ok, not sure about why Yami used several viewports but no need to edit his/her script, I've something in my script especially for that.

After Map Effects you should add this :

Code:
class Spriteset_Map  def update    zeus_map_effects_update    @map_effects ||= Spriteset_Map_Effects.new(@viewport1, @par_viewport, @shadow_viewport, @light_viewport)    @map_effects.update(@tilemap.oy)  endend

I'm having a similar problem in trying to make this script work with Yami's overlays scripts. I tried to apply this patch code, but I've obviously done it badly. How should one apply this code? Just copy/paste it straight into the script editor in an entry after the Map Effects script?
 

Roninator2

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Try this on a new line below the zeus map zoom script
Code:
class Spriteset_Map 
def update   
zeus_map_effects_update   
@map_effects ||= Spriteset_Map_Effects.new(@viewport1, @par_viewport, @shadow_viewport, @light_viewport)   
@map_effects.update(@tilemap.oy) 
end
end
 

77outlaw77

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Try this on a new line below the zeus map zoom script
Code:
class Spriteset_Map
def update 
zeus_map_effects_update 
@map_effects ||= Spriteset_Map_Effects.new(@viewport1, @par_viewport, @shadow_viewport, @light_viewport) 
@map_effects.update(@tilemap.oy)
end
end
Gave it a run. It's now certainly different, but I think I need to work it a bit more.
Without putting on the map effects script (while still using Yami's script) I get this in my test room:
https://www.dropbox.com/s/y74lafvhlmobs30/Capture1.PNG?dl=0
Capture1.PNG

After applying the map effects script, it's the same but completely empty and all sprites vanish.
With the map effects script and the suggested patch code, I get this:
https://www.dropbox.com/s/apujqjojxgvp4aj/Capture2.PNG
Capture2.PNG
 

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