WickBRSTM

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Actually, you were right, it can happen in some weird edge case; I will be working on a fix soon.



You can have both if they are in the correct order. Remember offsets require an initial 'x' or a 'y'.
Thank you for your help! One more thing I wanted to ask, for some reason it doesn't seem to like it when I offset the light by decimal values even though it seems that in the readme they can be read just fine. Any idea what the deal is with that?
 

Fortunastreet

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Sorry everyone, I did go on holiday and completely forgot about this thread.
If I were to do something like, say, this...
View attachment 233734
The first command works fine, but the second does not.

I created a pull request with the fix.

Is there a chance that we will ever be able to use images as light masks/images as lights? Can I officially request it??

All said, thanks for this plugin and all the hard work that's been put into it!

Since this plugin was never made with light images in mind, so it would be quite an amount of work to do so.

Currently i'm just using this plugin for light effects as my game's setting is based in a low photosynthesis city. I currently have weather conditions made on common events activated by switches and was wondering if I am able to somehow tie in random weather to times of the day with this plugin?

Is this possible?

You can link variables to the hours of the day and a switch to daytime/nightime. I don't know if it is enough?

For some reason when I do a transfer event with no fade-out, a small window appears in the top right of the screen for a quick second before disappearing. I tried disabling all plugins except for community lightning and same result :rswt

That's weird. There is only one new window who comes with this plugin, and it is the window who show the time of the day (the one activated with the Daynight show/Daynight showseconds) plugin commands. You didn't happen to activate it by mistake?
Thank you for your help! One more thing I wanted to ask, for some reason it doesn't seem to like it when I offset the light by decimal values even though it seems that in the readme they can be read just fine. Any idea what the deal is with that?

Here is a functioning notetag example, say me if it helps:
Code:
Fire 30 #CC0000 X0.35 Y-0.35

Note that the 0.35 float correspond to a number of squares, and that a square are 48x48 pixels. So it means roughly 17 pixels.
 
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TheAM-Dol

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Hello there,
Is there any hope of getting the light mask extended to...well...effectively fit the entire size of the map, rather than the camera? I posted my problem here.
 

TheAM-Dol

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Did you try with a light mask size matching your zoom?
How can I do that? Is resizing a feature new to the Community Lighting version of Terrax Lighting system?
 

Fortunastreet

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How can I do that? Is resizing a feature new to the Community Lighting version of Terrax Lighting system?

See the parameters who determine the light mask size (normally, it matches the resolution of the game). Note that you will probably have to shift the mask north-east so it is centered.
 

TheAM-Dol

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See the parameters who determine the light mask size (normally, it matches the resolution of the game). Note that you will probably have to shift the mask north-east so it is centered.
Thanks for the reply.
I actually found a different solution...more like a compromise with my problem...but, either way it works. I appreciate your help, though.
 

FrigidGaze

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Heya!

Thank you for the awesome plugin and all the hard work put in, guys, it's most appreciated!

I just wanted to chime in and say that I was also experiencing some odd issues regarding a small, empty window briefly appearing at the top right of the screen before vanishing, though in my case it's whenever I close a menu. As I understand it, it has something to do with the Day/Night time display, correct? Which as far as I'm aware I've fully disabled within the settings!

As a quick fix on my end since I wouldn't be using the time feature, is there a way to potentially comment out the window displaying parts in the plugin code itself to omit it, or would it be tied into too many other parts for that to be viable?
 

Torarrios

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I'm trying to get the offset to work on the Use Flashlight event. I've followed the Readme format and it's not working. I basically copied the Use Flashlight from the demo and made some small changes, the X and Y I exaggerated so I can test results and it still centers on the characters feet, which would be great if I weren't using a taller character model. My program is MV and I grabbed whatever version is linked on the first page of this thread. Is it because it's being activated from an item? I only need it a half a space up or so.

Thank you for your time


Update: it works when it's an event in the world, but not when it's a common event it seems
 

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Fortunastreet

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Heya!

Thank you for the awesome plugin and all the hard work put in, guys, it's most appreciated!

I just wanted to chime in and say that I was also experiencing some odd issues regarding a small, empty window briefly appearing at the top right of the screen before vanishing, though in my case it's whenever I close a menu. As I understand it, it has something to do with the Day/Night time display, correct? Which as far as I'm aware I've fully disabled within the settings!

As a quick fix on my end since I wouldn't be using the time feature, is there a way to potentially comment out the window displaying parts in the plugin code itself to omit it, or would it be tied into too many other parts for that to be viable?

I think I know where it is coming from; in
JavaScript:
Window_TimeOfDay.prototype.initialize = function (x, y, width, height) {
  width = 150;
  height = 65;
  Window_Base.prototype.initialize.call(this, Graphics.boxWidth - width, 0, width, height);
  this.setBackgroundType(0);
};

For some reason, the window isn't hidden when it is initialized, only on the first update, so that's may be the cause.
Try to code the following code to this method:

JavaScript:
this.visible = $gameVariables._clShowTimeWindow;

If it solves the issue, I will add it on the github.

I'm trying to get the offset to work on the Use Flashlight event. I've followed the Readme format and it's not working. I basically copied the Use Flashlight from the demo and made some small changes, the X and Y I exaggerated so I can test results and it still centers on the characters feet, which would be great if I weren't using a taller character model. My program is MV and I grabbed whatever version is linked on the first page of this thread. Is it because it's being activated from an item? I only need it a half a space up or so.

Thank you for your time


Update: it works when it's an event in the world, but not when it's a common event it seems

I see you have multiple flashlight plugin command in a row, you are aware that they will override each other?
 

FrigidGaze

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I think I know where it is coming from; in
JavaScript:
Window_TimeOfDay.prototype.initialize = function (x, y, width, height) {
  width = 150;
  height = 65;
  Window_Base.prototype.initialize.call(this, Graphics.boxWidth - width, 0, width, height);
  this.setBackgroundType(0);
};

For some reason, the window isn't hidden when it is initialized, only on the first update, so that's may be the cause.
Try to code the following code to this method:

JavaScript:
this.visible = $gameVariables._clShowTimeWindow;

If it solves the issue, I will add it on the github.
Ahh, apologies--I should have specified I'm using the MZ branch of the plugin, as I don't believe I can find that particular bit of code in the MZ one and assume it's written slightly differently?
 

LyraVultur

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Ahh, apologies--I should have specified I'm using the MZ branch of the plugin, as I don't believe I can find that particular bit of code in the MZ one and assume it's written slightly differently?
Line 3519 in the MZ version, at least on my end
 

FrigidGaze

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Line 3519 in the MZ version, at least on my end
Thank you!

I added the line in as suggested, and it looks like that fixed the issue with the window popping up in the corner for my initial tests.
 

Fortunastreet

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Thanks for the reply.
I actually found a different solution...more like a compromise with my problem...but, either way it works. I appreciate your help, though.

After fully reading your thread, I added some lines to the plugin documentation since it just pointed out to another functionality of TerraxLighting that was unknown until now.

Thank you!

I added the line in as suggested, and it looks like that fixed the issue with the window popping up in the corner for my initial tests.

Nice, I added the change in my pull request, too.
 
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Rapidox

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Hello,

First of all thank you for this wonderful plugins.

Sorry in advance for the writing, I'm French and i'm not super good in English and I use my knowledge and google trad to write.

I use on RMMV.
I just have a problem with the lighting of the player because it is just non-existent.

I have a cave area with torches on the wall and the light works great on it but I also have dark areas with no light where the player is supposed to move around using a torch in their hand and I can't activate the light of the torch held by the player

I tried a lot of plugin commands like:
<cl: Flashlight l24 w72 #ff0000 on sdir0> or
<cl: Flashlight l24 w72 #ff0000 on asdf> (As listed in the sample order)
I also tried without quotes and without cl:
but nothing works.

Thanks again and good luck for the rest
 

Torarrios

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I see you have multiple flashlight plugin command in a row, you are aware that they will override each other?
I was not aware of this... I thought they would stack to make a different color gradient.
 

Rapidox

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Hello,

First of all thank you for this wonderful plugins.

Sorry in advance for the writing, I'm French and i'm not super good in English and I use my knowledge and google trad to write.

I use on RMMV.
I just have a problem with the lighting of the player because it is just non-existent.

I have a cave area with torches on the wall and the light works great on it but I also have dark areas with no light where the player is supposed to move around using a torch in their hand and I can't activate the light of the torch held by the player

I tried a lot of plugin commands like:
<cl: Flashlight l24 w72 #ff0000 on sdir0> or
<cl: Flashlight l24 w72 #ff0000 on asdf> (As listed in the sample order)
I also tried without quotes and without cl:
but nothing works.

Thanks again and good luck for the rest
Ok sorry, i've found what i'm not doing right and now it work.

Sorry for the time lost and thanks again for the plugins.
 

ephesus

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Is an 8 direction flashlight possible? implementation?
 

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I see you have multiple flashlight plugin command in a row, you are aware that they will override each other?
I have removed the extra instances of flashlight however the original problem remains of the flashlight not being able to be offset vertically
 

Fortunastreet

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Right now I'm busy at work and I have my own game to work on, but I have more time:

Is an 8 direction flashlight possible? implementation?

Terraxlighting was made with 4-direction movement in mind, but implementing 8-direction is theoretically possible from what I saw on the code.

I have removed the extra instances of flashlight however the original problem remains of the flashlight not being able to be offset vertically

I will be looking for it and the same time.

So the Community Lighting plugin lets you set the tint screen for battles, but I can't see how to add lights. Basically, the battles are dark and I'd like to put a light on the enemy or add a spotlight or something, anything, so it's not just "dusky" looking. Anyone know how to do this?

I will also see for adding lights to battle, as it has been requested multiple times.
 

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