Aesica

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So I'm not sure if this was addressed or not (it probably was but that's a lot of reading), but I'm only wanting to have one map have dark lighting where I want my other maps to be normal. Do I need to set a tint or something? I'm still learning how rpg maker works and I just got MZ so I'm a bit of a newb. Thanks in advance!
You have two easy options:
  1. Go into the plugin parameters and set "Light event required" to true. Now, no map will be darkened without at least one lighting event in it.
  2. Alternatively, you can put a tint plugin command in both the event that transfers into that map to darken it, then another plugin command in the event that exits the map to return the tint to normal. This will probably require you to set the tint initially on a new game as well.
 

Lady_Elva

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You have two easy options:
  1. Go into the plugin parameters and set "Light event required" to true. Now, no map will be darkened without at least one lighting event in it.
  2. Alternatively, you can put a tint plugin command in both the event that transfers into that map to darken it, then another plugin command in the event that exits the map to return the tint to normal. This will probably require you to set the tint initially on a new game as well.
Oooooooh sweet! Thank you! I had figured out that I can use a plugin command in an event to turn it on and off but that sounds WAY simpler! Thank you <3
 

ephesus

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  • Setfire r s
    • Alters fire settings with radius shift (r) and red/yellow color shift (s)
Can someone explain radius shift and color shift inputs a little better for me? is r simple a new radius and is s an numeral amount? a hex color? and is there a specific way of inputting them? (like r100?) I cant seem to make sense of the thing

Also, can I shift the player light, i'm using Ultra mode 7 and the light is drawn seemingly with its anchor placed at the anchor of my character, putting the center of the light above her head when Id prefer it around her feet by shifting down the Y axis (by around 50 when the lights radius is 100 for example)

I've just asked blizzard if he could update his scripts compatibility with CL but this fix alone would make it more than useable. Though getting tile/region lighting and blocking to work would be super cool. So I wish him luck with that one!

Oh, and a couple other quick questions:

-when color cycling is there a way to blend/fade the color transitions or is it only full color to color switches?

-Can lights fade in or out? if so, can the time the effect takes be modified?
 

Fortunastreet

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Can someone explain radius shift and color shift inputs a little better for me? is r simple a new radius and is s an numeral amount? a hex color? and is there a specific way of inputting them? (like r100?) I cant seem to make sense of the thing

Also, can I shift the player light, i'm using Ultra mode 7 and the light is drawn seemingly with its anchor placed at the anchor of my character, putting the center of the light above her head when Id prefer it around her feet by shifting down the Y axis (by around 50 when the lights radius is 100 for example)

I've just asked blizzard if he could update his scripts compatibility with CL but this fix alone would make it more than useable. Though getting tile/region lighting and blocking to work would be super cool. So I wish him luck with that one!

Oh, and a couple other quick questions:

-when color cycling is there a way to blend/fade the color transitions or is it only full color to color switches?

-Can lights fade in or out? if so, can the time the effect takes be modified?

I have no idea for your second question, but I can help for the others:

For the first question, this plugin command alter the player's light (and only this one), so it shows a fire effect. The MZ version is a little more clear about what each parameter does:

* @command setFire
* @text Set Fire Flicker
* @desc Alters the flickering of "Fire" type lights
*
* @arg radiusShift
* @text Flicker Radius
* @type number
* @min 0
* @Default 0
*
* @arg redYellowShift
* @text Color Shift Intensity
* @type number
* @min 0
* @Default 0

As I said, I have no clue for the second question.

Third question: There is no transition, but you can easily create this effect by adding for a short amount of time one or multiple intermediate colors.

Ex: <cl: light 300 cycle #ff0000 15 #ffff00 15> becomes <cl: light 300 cycle #ff0000 15 #ff5500 3 #ffaa00 3 #ffff00 15>

For the last question, individual lights (which doesn't include the player's light) can't fade out with the current version of the plugin.
The light mask who covers the whole screen can fade in or out (see "Tint fade c s")
The player's light can also fade in/out: the relevant plugin command is "Light radiusgrow r c b".
 
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ephesus

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I have no idea for your second question, but I can help for the others:

For the first question, this plugin command alter the player's light (and only this one), so it shows a fire effect. The MZ version is a little more clear about what each parameter does:

* @command setFire
* @text Set Fire Flicker
* @desc Alters the flickering of "Fire" type lights
*
* @arg radiusShift
* @text Flicker Radius
* @type number
* @min 0
* @Default 0
*
* @arg redYellowShift
* @text Color Shift Intensity
* @type number
* @min 0
* @Default 0

As I said, I have no clue for the second question.

Third question: There is no transition, but you can easily create this effect by adding for a short amount of time one or multiple intermediate colors.

Ex: <cl: light 300 cycle #ff0000 15 #ffff00 15> becomes <cl: light 300 cycle #ff0000 15 #ff5500 3 #ffaa00 3 #ffff00 15>

For the last question, individual lights (which includes the player's light) can't fade out with the current version of the plugin. Only the light mask who covers the whole screen can.
thanks for the help!

As for the second question, simply put, can I offset the [Y] position of the player light [down]?
 

Fortunastreet

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Actually, after rechecking the script, you can actually have the player's light fade in/out:
for that, you need to use the "Light radiusgrow r c b" plugin command.

I updated my previous comment in consequence.

EDIT

For the your second updated question, for the moment player's can not be offset (unless it is a flashlight). But I can add that functionality easily to the script, if you need it.
 
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ephesus

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That would be amazing really!

EDIT: I solved the player light position issue I was having. It seems that adjusting the flashlight offset also changes the player light position. I changed the flashlight offset in the plugins parameters and it did the trick!

Thanks again!

Oh, and when I asked about fading lights in and out I meant for event lights. Like being able to fade in/out over time instead of only abruptly on or off. Would be great for light effects as well.
 
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Fortunastreet

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That would be amazing really!

EDIT: I solved the player light position issue I was having. It seems that adjusting the flashlight offset also changes the player light position. I changed the flashlight offset in the plugins parameters and it did the trick!

Thanks again!

Oh, and when I asked about fading lights in and out I meant for event lights. Like being able to fade in/out over time instead of only abruptly on or off. Would be great for light effects as well.

If you need fading in/out for only one particular event in your game, you incrementally change its light color from the original color to #000000 (or from #000000 to whatever final color you want) using the "Light color id c" plugin command, as I suggested for cycles.

In any case, you add your suggestion to the github page of the project in the corresponding section.
 

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How can I create a ingame clock with the variables of this plugin?
When I try using with my variable system this happens when I need add a day and a weekday, with a common event

If Hour ≥ 0
day+1
Weekday+1


I was using this with the time system I created with variables

The hour and minutes clock work fine. But I need to count the days.
 
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scoogle

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How can I create a ingame clock with the variables of this plugin?
When I try using with my variable system this happens when I need add a day and a weekday, with a common event

If Hour ≥ 0
day+1
Weekday+1


I was using this with the time system I created with variables

The hour and minutes clock work fine. But I need to count the days.

Or there's a way to disable the timesystem and only use the lighting?
 

scoogle

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Found a solution, Using plugin command to skip from 0 hour to 1 hour fixed my clock.
Goodbye midnight
 

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@scoogle, please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.

 

Fortunastreet

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I founded a fun quirk with the plugin.
Depending of the character graphic associated to a light event (precisely, wheneither its graphic contains an initial '!'), the light will be shifted up (or not) by 6 pixels.

It is obviously because event without an initial '!' in their character graphics are shifted by 6 pixels,
the light simply following them.

I was wondering if it was intended or not, as it is quite a bummer for my numerous invisible lights.

Sans titre.png

Here is the related code:

JavaScript:
let ly1 = $gameMap.events()[event_stacknumber[i]].screenY() - 24;

My suggested change:

JavaScript:
let ly1 = $gameMap.events()[event_stacknumber[i]].screenY() + $gameMap.events()[event_stacknumber[i]].shiftY() - 24;

//alternative
if ($gameMap.events()[event_stacknumber[i]].characterName = '') {
  ly1 += $gameMap.events()[event_stacknumber[i]].shiftY();
}

I can see people preferring the first option, may be make it a plugin parameter?
 
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ephesus

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I can't seem to get the ambient lighting to work in the full MV version of the plugin. The plugin help says to use the command "Tint set c" and earlier in this forum it is said to be "Set Tint". I used both plugin commands on an autorun even that has several other commands working properly and only get a black tint with several event lights also working just fine. am I doing something wrong or is my problem somewhere else? Oh, and if I remove all light events or turn off the plugin the scene works fine with default full lighting.

To be exact I used plugin commands: "Tint set #ffffff" and "Set Tint #ffffff" and get a black tinted scene with lights working just fine. (I've tried other colors as well and turning off some other common plugin culprits to no avail. Default tint screen or anything else light related is not being used either.)
 

Fortunastreet

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The command is 'Tint set c', as said in the plugin help. You are using it correctly and your color is well formatted.

Sorry to ask you that, but are you sure your command is actually launched?
For example, if you add a show text command after, does it shows itself?
Also, does the console reports anything?
 

ephesus

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The command is 'Tint set c', as said in the plugin help. You are using it correctly and your color is well formatted.

Sorry to ask you that, but are you sure your command is actually launched?
For example, if you add a show text command after, does it shows itself?
Also, does the console reports anything?
It turned out to be a plugin priority issue. The strange thing is the conflict was with a small smooth camera scrolling plugin made to work with Ultra Mode 7. I put Community Lighting BELOW that plugin and the screen tint works fine. pretty strange if you ask me. Thank you for the help!
 

Arkos

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Has anyone else gotten frame drops when using the "Player radius" option? I prefer using "Player radius" to light the surroundings instead of the "DayNight" note tag in maps. This is because I can block light by using region block which is a great way of creating hidden areas, something you can't do with the "DayNight" option.

The problem, with the "Player radius", is that when I repeatedly move between map a and map b my fps jumps to 15 (depending on how large the radius is) and stays there until I restart my game. This doesn't happen with the "DayNight" option though. Anyone familiar with this issue at all?
 

Fortunastreet

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Has anyone else gotten frame drops when using the "Player radius" option? I prefer using "Player radius" to light the surroundings instead of the "DayNight" note tag in maps. This is because I can block light by using region block which is a great way of creating hidden areas, something you can't do with the "DayNight" option.

The problem, with the "Player radius", is that when I repeatedly move between map a and map b my fps jumps to 15 (depending on how large the radius is) and stays there until I restart my game. This doesn't happen with the "DayNight" option though. Anyone familiar with this issue at all?

There was at some point some years ago problems of frame drops with the original Terraxlighting (from which Community_Lighting is based), but they were patched at some point since I wasn't able to replicate them again since.

Can you post a video or show some images of the bug in action?

EDIT: Something like this, where the bug is apparent (I captured it with the capture tool of the xbox bar, and uploaded it on Imgur)
 
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Arkos

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There was at some point some years ago problems of frame drops with the original Terraxlighting (from which Community_Lighting is based), but they were patched at some point since I wasn't able to replicate them again since.

Can you post a video or show some images of the bug in action?

EDIT: Something like this, where the bug is apparent (I captured it with the capture tool of the xbox bar, and uploaded it on Imgur)


I see, maybe I have an older version of said plugin? Anyway here is a video of it happening.

EDIT 1: Video doesn't play for some reason. Guess linking through google drive doesn't work.

EDIT 2: Guess Imgur is the way to go.

 
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Fortunastreet

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Thanks for the video.

I would have two additionnal question:
Does the framerate drops also happens on the small map you showed in your video?
Did you use any other plugin during the playtest shown in your video?
 

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I am looking for some way to insert a video into the titlescreen
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I have not found a thread about it. It might be different for VX Ace compared to MV.

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