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- Seen Feb 11, 2025
The script also works in essentials 16.2, although you need to follow different instructions when you are editing Sprite_Character:
And done, the script will work on essentials 16.2.
Another thing I want to share there is a little solution for the player shadow, when the player is transparent.
In the same line as this: NO_SHADOW_EVENT.include?(event.character_name) you must to put this: || event.transparent
And done, easily fixed :D
Spoiler:
Firts of all, Inside def initialize(viewport, character = nil), under @bobframetime=1.0/15' add:
Next, under:
def groundY
return @character.screen_y_ground
end
You must add this:
Afther that, inside def dispose, below @charbitmap=nil add:
And to finish, inside 'def update', below:, below:
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end, paste:
Code:
@shadowoverworldbitmap = Sprite_ShadowOverworld.new(self,character,viewport)
Next, under:
def groundY
return @character.screen_y_ground
end
You must add this:
Code:
def visible=(value)
super(value)
@shadowoverworldbitmap.visible = value if @shadowoverworldbitmap
end
Afther that, inside def dispose, below @charbitmap=nil add:
Code:
@shadowoverworldbitmap.dispose if @shadowoverworldbitmap
@shadowoverworldbitmap = nil
And to finish, inside 'def update', below:, below:
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end, paste:
Code:
@shadowoverworldbitmap.update if @shadowoverworldbitmap
And done, the script will work on essentials 16.2.
Another thing I want to share there is a little solution for the player shadow, when the player is transparent.
In the same line as this: NO_SHADOW_EVENT.include?(event.character_name) you must to put this: || event.transparent
And done, easily fixed :D
Last edited: