

#= #= # ** C O N F I G U R A T I O N S Y S T E M ** #= # Caterpillar SystemsĬATERPILLAR_COMPATIBLE = true # Toggle for Fukuyama's original # 7) Added default shadow settings into the configuration section. # 6) Compatability with Trickster's Caterpillar system.

# 5) Compatability with Ccoa's Caterpillar system. # 4) Compatability with Near Fantastica's Squad Movement systems. # 3) Set the shadow array into an instance value to lower resource costs. # 2) Encapsulated a comment/parameter code in an XPML module. #- # Revisions to note: # 1) Added formatted headers and comments throughout the script. Normally, walls in the # default database do not have a priority flag as they merely block the # player from passing through. # - Blocking Shadows # To prevent shadows from passing through solid objects such as doors, # walls, cabinets or other forms of furniture, you will want to apply a # priority flag of '1' or higher on these items. This comment needed is merely the phrase # 'begin Shadow' (again, without quotes). To let them gene- # rate a shadow, all you need to do is add a special comment into their # "List of Event Commands". # - Other Events # Events do not know that they can generate shadows. # After that, your characters can now move about and generate shadows. # distancemax 'number' - How far away from the 'source' you can go # self_opacity 'number' - How dark the shadow will grow. # anglemax 'number' - Ending position of a lightsource's arc.

# anglemin 'number' - Starting position of a lightsource's arc. The remaining # three values are optional and have default values in the configuration # section (only just added into the script). It # informs the system that this event is a light source. # The first comment to add is "begin Shadow Source" (without quotes). These things are # nothing more than comments. Just examples :) # To make one of these events a light source, you need to insert a few # things into that event's "List of Event Commands". Most of the time, these could be events # that sport 'torch' or 'lantern' charactersets. #- # Instructions: # - The Light Source # To create a light source, you need to create a map event that is to be # used 'as' the light source. Likewise, events with a special comment within their # event list can also generate shadows. The player can move around a 'light source' event and # display a shadow. #= # ** Sprite Shadow (Sprite_Ombre ) #- # Based on Genzai Kawakami's shadows # dynamisme & features by Rataime # extra features Boushy # New Edits by DerVVulfman # Modified for VX by Syvkal # Ap#- # Introduction: # This system allows you and all 'prepared' events to generate shadows while # on the field map.
