wellll i dont know if this falls under necroposting but anyways^^
as far as victor is concerned, it took me half a day to figure out what you have to do exactly, khaz was relatively simple, it took me a few copys from the demo he provided and about half an hour to understand what i can do with it.
the problem with khaz is, as far as i got it figured, you can have only 1 moving light effect/lantern at a time, so if you want just a single lantern for your party and not have everyother moving guard have one too, khaz wont stand to the challenge. but khaz has some awesome pseude active shadow drawn and is easy to setup!
with victor it needs more time, simply because you have to use more comment calls and such, and it provides more possible adjusting during events through calls. though its hard to understand how you have to type something^^
lets start with khaz:
basically you have to first initialize the script on a map using this commands in a script call:
s = $game_map.effect_surface
s.change_color(120,0,0,0,200)
where the first number is the frames needed for the change, than your average red green blue oppacity tones. easy enough to understand, just erase the event after the script^^
the only thing left is to place all those light effects. simply place a comment with
[light 0]
or
[light 1]
or
[light 2]
or
[light 3]
in it. just try em out to figure what comment creates the light source you want!
after that we have the lantern effect, i personally like the round one more so i will only explain this one.
l = $game_map.lantern
l.change_owner($game_player)
l.set_graphic("torch_m")
l.set_opacity(180,30)
l.show
that would set the player up with a non-static lantern following em everywhere they go.
and thats all you have to know for starting! well the problem with this is that you cant really make another lantern without deleting the first one... that sucks and was the reason i dropped this script yesterday and started with victors:
first you have to have both the base engine script of him and the light effect script + those pictures
after that you have to use a lot of script calls.
<create shade>
opacity: 200
red: 0
green: 0
blue: 0
</create shade>
starting with this. this creates the actual darkness and has to always be called on a new map if you want it to be dark, this should be easy enough to understand^^
after that it gets complicated, to figure out what he meant under the index part, i tried a variety but came to the conclusion that simple index is right and you dont have to type something like event id: 016 or so. it will loock like this if you create a static lightbulb at an event using a script call:
<event light>
id: 21
name: "light"
index: 001
</event light>
well here we have 2 varibs that got me confused. firstly the actual id: 21 part is just for references of the light effect itself. just assign any number you seem fit to remember, just dont use em twice on the same map, or else the first will disappear^^ than the before mentioned index: 001 this is the actual event id of the event you want to light up! the lines in the explanation would discribe the different numbers you have to use when using <actor light> ; <event light> or <vehicle light> the name section is the name of the picture of the light you want to use^^
sooo what else... ah the lantern:
simply use <actor lantern 1: 0> to hide it and <actor lantern 1: 255> to show it^^ how exactly i have to get those event lanterns to work, i dont know myself yet, but after figuring out this basic format of the script calls you should be able to figure out the rest with the explanation within the script itself^^ i know there are a lot more functions to this script than what i have covered, but most of the problem in my eyes lies within the understanding of the syntax of the calls and what you have to do, simply because there is no demo of this^^
hope i could at least help a little bit on this old problem as it seems^^