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FyxLFX

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#1 FenixFyreX

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Posted 25 April 2012 - 10:34 AM

FyxLFX
Version 1.1


Introduction
This script allows the user to setup light effects on their maps. Its unique - you can use any image, at any size. You can also add effects to these light effects.

This is the Ace equivalent of my VX script.

Features
  • Use any sized image for a light effect.
  • Add lots of effects to said light effects.
  • Define these light effects from the script editor, or on the spot in an event's comment!
  • A switch is given that turns the system of/on..this can be used in conjunction with a time script!
  • Lots of control over how the lights work.

Screenies
Spoiler


Script
Actually, its a demo! Here you go: FyxLFX v1.0

FAQ / Notes
How do I setup a light effect?
First, you need to create a light preset in the config section of the script. This is an example:
Spoiler


As you can see there are lots of things you can define when making a preset; here is a list of them:
Spoiler


After you've set up your preset, then you add a comment on an event page of an event whom you want the light effect to display at/on.
#  <prelfx string> OR <prelfx=string> OR <prelfx = string>    # You get the idea.

If you'd rather define the light effect on the spot, you just place a comment like so in the event's page:
# <lfx fn lantern; zx 1; zy 1; bl 1; cl [0,150,255]; os [0,0]; op 210; w [2,50,10]>

That would use the fn(filename) lantern.png from the Graphics/Lights/ folder. the zoom_x is 1, the zoom_y is 1, etc, so on and so forth.

If you have any questions, feel free to ask.
If you use this in your project, don't forget to credit me ;)

#2 Dr.Yami

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Posted 25 April 2012 - 10:40 AM

Yay, FFXLFX Ace version XD.
Nice work Fenix XD XD XD

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Support

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#3 Ronove

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Posted 28 April 2012 - 07:00 PM

Looks snazzy! I do have a question though: what do the numbers for flicker mean? Like you say it has to be an array of two numbers, but I have no idea what it means! Could you explain that a bit better so I know how/if the numbers determine the frequency of flickering or whatnot?

Also I'm not sure if the z direction works right. I set something to 0, and the light disappears. But if I don't set anything at all, the light appears behind characters. If I set to 1, likewise can't see it anymore. Am I doing something wrong? Even in your demo using something set to 0 for z doesn't appear to do anything.

Edited by Ronove, 28 April 2012 - 07:06 PM.

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#4 FenixFyreX

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Posted 28 April 2012 - 07:35 PM

Hmm...must be a bug; I'll look into it. As for the flicker option, here is how it goes:

The first number is the chance of the effect flickering completely off for a few frames. The formula is as follows:
self.visible = (rand(@flicker[0]) != @flicker[0]-1)
which means that if a random number between 0 and the first flicker value equals the first flicker value - 1, the effect will flicker off (completely invisible) until it is NOT equal again.

The second number is
self.opacity = 255-rand(@flicker[1])
which means that a random value anywhere from 0 to the second flicker number is subtracted from 255 and set as the opacity value of the effect.

Basically, The lower the first number, the larger chance of the effect snuffing out for a frame; smaller numbers might mean more frames where the effect is completely invisible.

The lower the second value, the less chance of opacity change in the effect (more or less opaque).

#5 Icenick

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Posted 28 April 2012 - 08:43 PM

Hmmm very nice!

I have a question, I have something that changes my screen to greyish color, but when that happens the lighting effects darken as well and are barely visible... Is there a way to have the lighting effects unaffected by color tint?

#6 Chaos17

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Posted 04 May 2012 - 12:41 AM

Hi,

Is it possible to add this feature please ?
Create a light effect on a specific map postion

Edited by Chaos17, 04 May 2012 - 01:19 AM.

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#7 Kumori

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Posted 04 May 2012 - 09:45 AM

My only problem is the lights seem a bit faint. Is there any way to make them brighter?
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Spoiler


#8 FenixFyreX

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Posted 04 May 2012 - 11:20 AM

@Kumori - You make all the lights in your favorite image editor. You can adjust the zoom_x/y of the effect and tone / color in the script as well. I think its safe to say you have full control over the sprite's brightness :) IF that's not what you mean, PM me the problem again, and I'll see what I can do.

@Chaos17 - Just use an event on that map location. Check out my snippet thread for a scriptlet to displace an event by x,y,z pixels.

@Icenick - That feature will be available in the next update :)

#9 Nosleinad

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Posted 26 January 2013 - 09:04 PM

Hello,

 

  I don't know if someone noticed, or if it's just happening with me, but then i try to enter a map with one or more light effects on (like some lanterns through comment tags), the player crashes with no mention of a line code (RGSS3 stopped working). When i already begin at the map, the game and the light effect works normally, but when i try to teleport to the map, the testplay crashes 100% of the time.

  I am sure it's pretty hard to know what might be happening, as the crash is leaving no clue of why it's happening. But could someone else test it out to check if the same thing happens?

  I really want to use this script, it make wonders and adds immersion to a castle interior (per example).


Edited by Nosleinad, 26 January 2013 - 09:06 PM.


#10 alexander Amnell

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Posted 09 April 2013 - 04:57 PM

This is a great script, but I've noticed that when you activate a light effect on the player, then remove said light effect that the effect comes back whenever you switch maps( ex. get drunk in the demo, have the lady dunk you in water and then when you walk back up to the house you are glowing red again) I'm hoping there's a way to fix this as I've been using this script for a while to make effects for a ghost-viewing ability in my game but it doesn't work right when the effect keeps popping back up on it's own.


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