I love this plug-in.
Can someone help me with my problem, please.
If I use (<Activation Square: 3>) at a fire event and approach the fire, the fire will come on.
But how do I get the light off again when I move away from the fire?
@Platsch What plugin are you even using? I don't recall (<Activation Square: 3>) being a function of this plugin, so where is that from? A temporary, but tedious solution would be to sorround the fire in question with events that upon player-touch turn off the fire again.
@ImaginaryVillainConcerning my light-lagging issues;
One peculiar thing I found (and a temporary or even permanent fix(?) for my light-lagging-problem) is that it seems that if the affected events have any kind of autonomous movement, their light will NEVER lag behind.
So what I did was I went to every problematic event that suffered from light lagging behind and changed the "autonomous movement type" from fixed to custom. I didn't even have to put any commands into the custom route and it still works!
This version for MV changes how coordinates are calculated and should fix the problem of lights not following events during their move routes. If nobody finds any problems I'll see about pushing it to the MZ version as well.
@ScorchedGround Give this version a test and see if it works. I ran it through the demo and couldn't find anything that didn't work. Still it never hurts to have multiple testers.
@KaYsEr As I have redone how coordinates are calculated. I did some minor testing with UltraMode7 and didn't see any problems. If you end up testing it let me know how it goes.
Edit: I accidentally edited the wrong version without the Lights Active Radius option, so I reuploaded the correct version.
I did some testing with one of my major cutscenes and it seems that all lights updated accordingly.
Which is a great thing. So far I've not encountered any negative side effects, but I'll let you know when I find any.
Anyways, thank you for your time and effort, kind villain.
@Moon_Haven In the case of this plugin, it's probably the tag being off in the plugin parameters. People periodically seem to change it randomly when they update the plugin. Check that and see if it matches the tag you've been using. Otherwise you should be able to simply copy it over.
The fire flicker seems to work in the demo with the updated script. Try comparing your setup to it. Also you'll have to add the updated script to the demo manually. Though the note commands haven't changed, so it's just a copy paste affair.
As I don't have MZ to test with, this is a hypothetical update to the MZ version which should fix the text/move route light source problem. As the change is identical to the MV version I don't foresee any problems. But someone will have to test it for me and let me know.
So I figured out how to put words and pictures in the screen transition. It even wipes away from both the top and bottom. The possibilities are endless! I'm going to devise secret messages now for them because I'm a terrible wonderful person like that.
December has arrived and with that, an ¡update for Aletoir Feast! a game made it for the One Map Challenge. I will use some of the remaining switches, variables, and events from the challenge limit to add more content but keep it within the requirements. ¡Have a nice day Everybody!
It seems MOG Weather only has a "clear" function to instantly erase a given weather effect. Probably works well if weather only changes at map transfer, etc, but looks very abrupt if weather effects are continuously changing. So my next challenge: script a "fade" function to gradually fade the sprites and wait to "clear" the current weather until the opacity of all its sprites hits zero... or something like that! XD