^ This is stock 4.6 with the same mod layer modification, can you try this one? Hopefully this one works (the sort layer option is in the plugin options).
Also, what plugins are you using so that I can test/fix any compatibility...
They got merged so I think it's good to go (to add your changes).
Apologies for the saving issue. I did not test that. And yup, the circular refs I added was part of the saving issue + generally most of the (current map) light data not being saved as part of a save game + typing being lost on load
Try this. It adds a sorting layer option to the CL plugin options. Setting it to 1 seems to do the trick. The general issue is that normally CL adds itself as the last layer on updates so isn't fixable outside of CL
If it works, I'll...
Just fixed the saving issue (this is also the clone issue). I'll test the daynight transitions shortly. Can you give a list of any other issues you've found? Thanks!
Edit: daynight lighting should be fixed on transition as well with this https://github.com/ImaginaryVillain/community_lights/pull/109
Just pushed a fix for this. RPGMaker wasn't reconstructing the typing on load (I should have realized this would be the case given the json loader).
I've added support for light transitions in CL. These can be used to make cycling lights of any kind or command driven lighting. I updated the demos with a couple of examples using the light transitions.
See the PR here with a link to a demo video using some of the transition...
What does the following show when pasted into the DevTools console (F8 or F12)?
No problem. Here are the fixes for the above issues + support for setting battle tint prior to the first turn:
Basically with that you can add a '<cl: tintbattle #ff00ff>' tag as the first comment of a battle event (under troops) for...
So there's a number of different incorrect behaviors going on here.
1) This isn't an incorrect behavior, but In the settings for the plugin there is an option for 'Light events required", flip that to false if you haven't. Pretty sure you have based off of the map lights working without an...
Since I've been modifying the code heavily in order to add features I needed, I'll look into adding your request for the cycle fade to the code. Shouldn't be difficult.
Regarding the 8-directional support, I implemented 360-degree flashlight in a PR the other day and it was merged. It works by...
I checked and it didn't have it so whipped up support for enabling/disabling the plugin. Essentially, the modification redirects all modified backend commands back to the originals when the plugin is disabled and resets the player coordinates back to the grid.
MZ version (via gui plugin...