RMMV Community Lighting MV & MZ

ImaginaryVillain

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Oops! I've got way too many copies of my game, guess I uploaded the old script from one of those. It's been fixed.

edit: Wow I must be tired... Well I uploaded the half experimental one I had updated since I made that post. Oh well might as well just upload the bleeding edge experimental one I made since that post... it's down to 439 lines of code. :LZSexcite:
 

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firestalker

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@ImaginaryVillain Does this umc_Lighting script have a fire option as the original TerraxLighting script did? I don't see it in the help file/description...
 

ImaginaryVillain

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@firestalker At the moment it just does Light and overall Tint. Perhaps I'll add stuff back in later if enough people seem interested in a particular thing. Mostly I just update this one first since I use it for my own game, and because it's way easier to do so. Then I push any changes to the main plugin if they're desirable for it.
 

firestalker

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@ImaginaryVillain Oh... well that's disappointing, I used the fire effect pretty exclusively in the Terrax plugin since my game is mostly a dungeon crawler and spends the majority of time in a dark area with torches for light...

Thanks for the response and I'll keep checking back in hopes that it'll be added later.
 

ImaginaryVillain

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@firestalker Why not just use the main version of the script then? It's got all the stuff Terrax does and more. :LZSwink:
 

ImaginaryVillain

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Nah the UMC version's my variant of it, you can find the main Community Lighting script in the first post.
 

ScorchedGround

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@ImaginaryVillain
I am sorry to bother you again, but since you apparantly fixed the "Light lagging behind" on your ultra fast version of the plugin, is there a chance you could apply the same fix to the main version of the plugin?

As I really need some of the features from the main plugin and I still experience some lags when issueing move routes to events.
 

NBGDani

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got a blackscreen if i turn the plugin on. i set all "day/night" settings to zero, because i dont need it and manipulate my cyclus manual. but now its only black and i cant turn it on :D looks like im to dumb

EDIT: ok set tint #ffffff fixed the problem. now the plugin waits only for my inputs to change lights?

EDIT2: One Problem comes with an Camera Core Plugin. If you zoom out, the color dosent fit the whole screen. if i put higher resolution in the plugin it dosent fix it. heres a screen. My Resultion is 1104 x 624 - on the Light Plugin 1248x720.
 

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Nekohime1989

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whats the correct syntax for cycling -_-
 

Kupotepo

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@ImaginaryVillain, I am confused about which one is far MZ, sorry to bother you.
Are the new ones is for MZ, correct?

Sorry, I withdrew the question. I tried to make the light from the flash lol. Thank you for the demo lol.


@ImaginaryVillain, I would like to report umc_Lighting_mz doesn't work for me, sorry.
Let me explain just in case if I did something incorrectly.
I put umc.Lighting.tint('#333333'); in the script command in the empty event.
I put Light 100 #ffffff in the Comment command in the empty event.
Thank you.


Copyright (c) 2020 Terrax, ImaginaryVillain, Aesica, Eliaquim, Alexandre, Nekohime1989
Also, should I include Nekohime1989?
Since @Author Terrax, iVillain, Aesica, Eliaquim, Alexandre???
 
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Kupotepo

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@Nekohime, thank you for the conformation. Now, I can just download linsense and put in the game folder.
 

ImaginaryVillain

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The MZ version is pretty much entirely kept up by the others as I don't have a copy of MZ. The only reason I have a version of UMC for MZ is because I can comment out two lines and it "works" on MZ. :LZSwink:

@Kupotepo The old version of the script defaulted to off, so you had to run the command to turn it on. I've since removed that. Speaking of which I updated both versions of UMC on the Github. I've got them down to 329 lines of code. For convenience I've also attached them to this post. :LZSexcite:

@ScorchedGround When I get a chance I'll look into it. At this point the main plugin is so vastly different than what I'm using... I'll have see if the code change is compatible. I can't imagine why it wouldn't be. It's just in a lot more locations since the main script isn't as object oriented.

@NBGDani Have a link for this Camera Core plugin you're talking about?
 

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Nekohime1989

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THat's fine, I made an Issue the githiub i just now remembered it was a thing.
 

DarkSearinox92

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what are the next future improvements in the pipeline?
 

Resurrection Games

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Can you make this compatible with OCRAM's time plugin?
 

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