RMMV Community Lighting MV & MZ

Aesica

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I've attached the ID in the proper place but the Plugin command seems to still be off.

I'm trying to turn the light off when the player hits a spot
Got screenshots of your plugin command settings + light note tag?
 

stevenblanc

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Hey guys,

Im getting this to work on test maps but its not working in game. Most likely cause: VisuStella plugins.

I have the core suite of VisuStella enabled; are there any known conflicts/workarounds?
 

Aesica

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Not sure, haven't really tried it with them. Try turning each one off and see if that affects anything.
 

Alexandre

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Hey guys,

Im getting this to work on test maps but its not working in game. Most likely cause: VisuStella plugins.

I have the core suite of VisuStella enabled; are there any known conflicts/workarounds?
I never tried VS, but I can say that on MV, TerraxLighting worked perfectly fine with Yanfly's MV plugins,
so there is no reason there would be a conflict with VS, as it is basically a port of Yanfly's MV library.

Be just sure you place Community Lighting under all the VS suit. If it don't work,
try turning off VS plugins as Aesica said.
 

Aesica

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So I just tried it with the whole wad of VS plugins enabled and it works fine whether above or below them. Note that this is just the base-level free plugins, since I'm not paying for plugins just to test for compatibility. :D



Here's what plugins I had active, just for reference.
 

stevenblanc

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Hm. Can't for the life of me figure out what I've done. I created a new map within the project; turned off all other plugins and used the same notetag for the event that works in a blank project. For testing purposes I'm using the notetag from the helpfile: 1599646691794.png
No other events on map. I'm not using any other events on the map:
1599646793231.png
Any ideas? Kind of wish I saw this plugin before I got so far into the game. Haha.
 

stevenblanc

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Got it. I had copied and pasted the text from GitHub into a txt file and saved it as js instead of downloading it. I downloaded the js instead and its working now!

EDIT: I know I shouldn't double post so here goes; I'm assuming this is something to do with the standard resolution vs the yanfly custom resolutions:

1599648363882.png
 

Alexandre

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Got it. I had copied and pasted the text from GitHub into a txt file and saved it as js instead of downloading it. I downloaded the js instead and its working now!

EDIT: I know I shouldn't double post so here goes; I'm assuming this is something to do with the standard resolution vs the yanfly custom resolutions:

View attachment 159961
There is a plugin parameter who allows you to adjust the plugin to your screen size.
If you use an higher resolution, just insert your values instead of the default ones.
 

stevenblanc

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There is a plugin parameter who allows you to adjust the plugin to your screen size.
If you use an higher resolution, just insert your values instead of the default ones.
Excellent. I guess I better dig through the helpfile before posting!
 

Nekohime1989

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Trying to add offsets to this. But it stops the from being displayed.

the note for a offset is x# and y# respectively. :shrug:
any help would be appreciated.

Interestingly enough it works fine without them but if you put in x0 and y0 it stops. (which shouldn't be happening) Am I missing something?

Fixed the first problem. the ID tag check must be last. Otherwise the x and y flags have no effect. Conditional lighting am i right. Anyways it seems to be drawing to tiled coordinates. Hmm...

1599757098503.png
Seems to be working now. Excellent. Can I contribute this somehow?
 
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ImaginaryVillain

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@Nekohime1989 You can contribute either making making a GitHub account and submitting a pull request. In which case you'll get credited as a contributor there. Or you can post the script to this thread and one us will add it there. In which case GitHub won't list you as a contributor. Either way you'll get added to the plugin contributor list here, and in the plugin itself. :LZSexcite:
 

Aesica

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For the parts that parse the note tags, it's probably best to leave id for last so that it doesn't potentially gobble up one of your x or y offsets for lights where the user doesn't want an id. Here's what I mean:

Change this
Code:
                else if (x.length > 0 && this._clId === undefined) this._clId = x;
                else if (x[0] === "x" && this._clXOffset === undefined) this._clXOffset = Number(x.substr(1, x.length));
                else if (x[0] === "y" && this._clYOffset === undefined) this._clYOffset = Number(x.substr(1, x.length));
Into this
Code:
                else if (x[0] === "x" && this._clXOffset === undefined) this._clXOffset = Number(x.substr(1, x.length));
                else if (x[0] === "y" && this._clYOffset === undefined) this._clYOffset = Number(x.substr(1, x.length));
                else if (x.length > 0 && this._clId === undefined) this._clId = x;
 

Aesica

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Oh and another thing I didn't notice right away:

Code:
Number(x);
+x;
...are both the same thing. The latter is just shorter to write and easier to read.
 

Nekohime1989

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I can edit in the offsets for the mv version tomorrow btw.

edit: there's a syntax error in the version 1.27 of the mv version btw. (not sure how to fix it)
 
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Aesica

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Make sure all your ()s are closed and such. That's usually where those come from.
 

MerlinCross

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Is there a way to brighten the shadowed areas outside of the light sources? So they appear closer to 'in darkness' rather than 'total darkness'?
 

Aesica

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Yeah, use the "Tint set #rrggbb" plugin command in MV (change #rrggbb to a color of your liking) or the set tint plugin command in MZ. Have these executed on a self-terminating event that autoruns on the desired map, something like this:

Code:
Plugin Command : Tint set #ff0000
Erase Event
Note that this tinting persists until you change it again on another map.
 

ImaginaryVillain

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