PRX Ace - Character Shadows

Oriceles

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Is there a notetag to turn off shadows on specific events without using script calls?. My invisible events are getting shadows and I don't want to run a parallel process just to turn them off :/
 

prexus

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No, events don't have notetags, and the Map notetag area is too cramped to expect people to apply it.

Why can't you run a parallel process to do it? Just have it sitting on the map, with the script calls, and an "Erase Event" at the end. Boom. Just as easy as a note tag. You don't even need to make a call script for every event if the invisible ones are within certain ranges or have some sort of reason behind their event ids (like all the invisible events were made last, for example.)

You could do a Call Script like:

$game_map.events[6].shadow = false

(15..18).each { |i| $game_map.events.shadow = false; }

(25..$game_map.events.size).each { |i| $game_map.events.shadow = false; }

That would make events with the IDs 6, 15, 16, 17, 18, 25 and everything above 25 have no shadow.
 

Oriceles

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Actually people like Victor has made the comment function of events work like a notetag, but anyway, I'll try the parallel process ^_^'
 

prexus

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Yeah I prefer for my code not to be dependant on other people's. It would be redundant for me to code it again, as well. I think the Parallel Process effect should work okay. I could also come up with something possibly where a character in the event name could act as a on/off trigger. Like, an ! at the start of the event name would mean it doesn't have a shadow by default, and a & means it does. I will think about it.
 

Oriceles

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I could also come up with something possibly where a character in the event name could act as a on/off trigger. Like, an ! at the start of the event name would mean it doesn't have a shadow by default, and a & means it does. I will think about it.
That would be cool
 

Shin

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That is a very nice script Prexus. It's actually something I think it should be default on rm.

I made a script for this too, but yours is just A LOT shorter, lol.

Yeah I prefer for my code not to be dependant on other people's. It would be redundant for me to code it again, as well. I think the Parallel Process effect should work okay. I could also come up with something possibly where a character in the event name could act as a on/off trigger. Like, an ! at the start of the event name would mean it doesn't have a shadow by default, and a & means it does. I will think about it.
I took the liberty of editing the script to do that through comments on the event page. I also change how the shadow follows the hero when he is jumping.
 

prexus

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I appreciate you making the effort to improve on a script I have released. Just keep in mind the Terms of Usage Agreement if you choose to post your edit. I'll likely make some improvements on this script in the short future myself.
 

ShinGamix

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@Prexus Your screen shot isn't working for me?
 

prexus

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I addressed that in a later post, Tsukihime.

ShinGamix: Works fine for me? Right click it and click show picture and maybe it will load.

Edit: Oh, rpgmaker.net was down yesterday so the image wouldn't have loaded. It should work fine now.
 
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prexus

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Sorry for the double post, but I have updated the script to include a feature mentioned above.

Making the first character of an event name a $ will make the event have a shadow opposite of the default. If the default is to not have shadows, they will have a shadow. If the default is to have a shadow, the $ will remove it.
 

Oriceles

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don't know if this is a bug or not, but for example, I have a soldier that has to appear in a room later in the game after a switch is turned on, but whenever I go to the room, the shadow appears on the floor even when I'm no using a sprite for the empty page. And yes, I'm using the new $ symbol on the name :rolleyes: :unsure:
 

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