twosnakes

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Sorry snapchat your version didn't work at all for me, I had to revert back to ImaginaryVillains 4.6 to unbreak the game lol. Had multiple conflicts with a plethora of other critical plugins I'm using. I really appreciate the effort though, thank you.
 

GkDev

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What am I doing wrong ?

I'm trying to edit the light radius by id, but whenever I pass the id the light in the event stops working.
(I tried both letters and numbers in the id and it still didn't work)


Edit: I already solved the problem, I had to activate the id of the light first.
 
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snaphat

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Sorry snapchat your version didn't work at all for me, I had to revert back to ImaginaryVillains 4.6 to unbreak the game lol. Had multiple conflicts with a plethora of other critical plugins I'm using. I really appreciate the effort though, thank you.

^ This is stock 4.6 with the same mod layer modification, can you try this one? Hopefully this one works (the sort layer option is in the plugin options).

Also, what plugins are you using so that I can test/fix any compatibility issues, thanks!
 
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twosnakes

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^ This is stock 4.6 with the same mod layer modification, can you try this one? Hopefully this one works (the sort layer option is in the plugin options).

Also, what plugins are you using so that I can test/fix any compatibility issues, thanks!
Works beautifully now at sort level = 1. Can't thank you enough for this!
 

10theodie10

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Hey guys, I occasionally noticed a weird bug when transferring the player or closing the menu. In the top right corner is a box that gets generated for a split frame. Does anyone know why this happens or how to remove it? I turned off all my other plugins, but it's can't be due to other plugins existing alongside the community lighting plugin. Current plugin version: 4.6 & MZ: 1.5.0

Thanks!
toprightbox.png
 

JPlaysan

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For some reason when I removed this plugin from my plugin list the characters (the sprite images/graphics) showed up finally after encrypting my game and test playing it; they didn't before, were all hidden, but balloon icons could still show over their head when the event calls for it. It's just when I encrypt the game (images and audio) through the MV editor and run a test play that this happens. I think this plugin may not be compatible with android devices? I'm currently trying to port over my project to mobile.

Nevermind. Turns out it was another plugin causing the issue.
 
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UncreativeMedia

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So I have a bit of a problem with the flashlight effect on Events, I have an event that turns 90 degrees with every step the players makes, however the flashlight sometimes has this delay to it, other times it works as intended.
So I'm a little confused if this is a problem on my end, or if i'm asking too much of the plugin

Delayed.gif
1671022264075.png
 

ShadowDragon

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@UncreativeMedia the light is hard to see, but I could see the issue.
I think the event page conditional need a slightly change.

as GuardSteps = 0 can be laggy and therefore give it the wrong sight.
so to avoid it, try it with >= 0 >=1 >= 2 etc so yo ucheck if it's equal or higher
than 1 if so, change it, this also should solve your light issue.
 

GkDev

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Guys, I have a question, is it possible to make the game save work on maps that have lighting?

I'm using rpg maker mz and Community_Lighting v4.6, and I noticed that game save stopped working on maps with lighting.

edit: I read the old comments and solved my problem.
 
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montehawks

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Shalome,

Figured I'd try here... can't seem to find an answer. The lighting plugin wont update it's corresponding hours and minutes variables, despite setting them in the plugin options. I can see the seconds variable going up as the day progresses (resets around 86k?) ....but hours and minutes stay at 0. Would like to get those working so I can make shops close at night and facilitate the use of inns/etc, and also to keep track of the days in the game. Hoping somebody knows an answer....
 

Kanori24

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So far the only issue I have with this is that effects sometimes take a second or two to activate if called by a comment on an event page.
 

finalrpg777

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Hi, im using Lighting Community with a plugin called AnimaX/Alpha ABS which requires for each sprite to be separate as a png. This is causing an issue where the flashlight appears below my character. How do i move the flashlight offset? I dont know if i did the offset correctly cause it has no effect.
X= 10 Y=5
 

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Aesica

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Hi, im using Lighting Community with a plugin called AnimaX/Alpha ABS which requires for each sprite to be separate as a png. This is causing an issue where the flashlight appears below my character. How do i move the flashlight offset? I dont know if i did the offset correctly cause it has no effect.
X= 10 Y=5
The offsets (guessing this is on an event, not the player) need to be denoted as x10 y5 in the plugin command when using mv. Also note that ASDF isn't needed. It's just a sample id in case you want to switch a light on and off via plugin commands.
 

deadlydespair

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Today I propose an experiment. For awhile now I've been editing and "improving" Terrax Lighting, which was originally released under the MIT License (as is Community Lighting, so it free to use across the board)... After awhile it is now thousands of lines different than the original. So rather than confusing it with Terrax Lighting by posting it in that thread with the same name, I've forked it to Community Lighting.

So why call it Community Lighting? Well that's simple, and where the experiment comes in. Everybody is invited to edit this plugin (with the hopes of improving it). If you make any changes, please post your updated version of the plugin here along with your change notes. Then we the community will test your changes and see if they're better. If they are, I'll put your version of the plugin in the first post. Oh and don't forget to add yourself to the authors if you do (though don't delete anybody).

The hope here is that by getting everybody involved, we will end up with the best possible lighting plugin... Or at the very least, if that fails you'll get whatever edited version I've done for my game at the time. :LZSwink:

Contributors:
Terrax, iVillain, Aesica, Eliaquim, Alexandre, Nekohime1989, Snaphat


Change Notes:
1.0 @ImaginaryVillain
  1. Rescoped all of the variables to no longer be global.
  2. Updated for PIXI 4 & 5
  3. Removed the outdated Terrax ABS, Quasi ABS, and Mog Time stuff references.
  4. Added compatibility for Ultra Mode 7
  5. Fixed the issue with the Lighting plugin needing to be in a specific order in the plugin list.
  6. The plugin is now roughly 800 lines shorter and much faster, at least in my testing so far.
  7. Not going to lie, I made some other changes... But wasn't noting them because I didn't know I was making this thread at the time.
1.01 @ImaginaryVillain
var rnd = -Math.floor((Math.random() * 20) + 10);

$gameMap.setPEmitterZ(this._eventId, rnd);
  1. Removed the "fix" for the plugin order list due to issues with other plugins.
  2. Fixed issue with Mog Character Particles giving a "Clamp" error.

1.015 @Aesica
  1. Organized the plugin parameters into logical sections
  2. Removed the redundant "Add to options" plugin parameter. It can be ommitted from the options menu by leaving "Options Menu Entry" blank
  3. Changed the casing in a few plugin parameter names to be more consistent (minor nitpick, I know)
  4. Added the option to use modern note tag syntax "<cl: light 250 #ffffff>" to avoid conflicts with other plugins that may also use event/map note tags. Those note tags currently break Terrax's tagless implementation
  5. Added better default day/night colors. These can also be changed in the plugin parameters now for easier customization
  6. Added a "night switch" which, if assigned to a switch, will set to true during night or false during day (which hours count as day and night are user-defined)
  7. Expanded the "Daynight" note tag in maps so you can also set the speed if desired: "Daynight 10" for the default speed, "Daynight 0" to stop time and use the current hour's tint in one go. "Daynight" by itself uses the current speed
  8. Fixed a bug where the "Daynight" tag wouldn't tint at all if the speed was < 0 or > 4999.
  9. Added "Tint daylight" plugin command which is essentially "Tint set [whatever the current hour's color is]." "Tint daylight" should be used instead of the "Daynight" map note tag if you plan on applying any manual tints on the map. (Daynight blocks the use of the tint command)
  10. Changed map note tag reading to happen only once per cycle instead of X times per cycle, where X is the number of events on the map (seriously why was it done that way!?)
  11. Replaced the word salad in the help section with (what I hope is) a clearer breakdown of each command/tag and how to use it. I hope I didn't leave anything out.
  12. Added a "version" property to Community.Lighting so other plugins can ask it what version it is.
1.016 @ImaginaryVillain
  1. Removed a strange debug system that ran twice per light per frame.
  2. Removed a speed test system.
  3. Restructured the code to use a switch statement and objects instead of a huge stack of Ifs.
  4. Removed assorted commented out code from the original plugin.

1.017 @Aesica
  1. Fixed a variable scoping issue introduced by the latest optimization pass.
  2. Added explanation how to set speeds via the daynight map note tag to the help section.
1.018 @Eliaquim

1. Stored the RegExp note tag into a variable for the code does not compile the RegExp every time he uses getTag() function.
2. Replace the plugin command switch statements with an array/object lookup table.
3. Optimized some for loops changing the way they are handled from this:
for (let i = 0; i < tilearray.length; i++)
to this:
for (let i = 0, len = tilearray.length; i < len; i++)
*I did not reverse the iterator order because I don't know how the plugin works, to be sure if the order matter or not.
4. Some minor changes to if statements that are redundants like:
if(args[0] == 'on' || args[0] == 'ON') to if(args[0].toLowerCase() == 'on')

1.0185 @Eliaquim
Removed the "tiletype" argument here, on line 383.

1.019 @Alexandre
1. Added support for Battle lighting.
2. As a plugin parameter, you can choose to put the battle light mask between the battlers and the battleback or above the battlers.
3. This version includes Eliaquim's work with the better for loops.
4. The kill switch bug I mentioned before is corrected.
5. Multiple parameters in the plugin manager now have proper formatting.

1.0195 @Aesica
1. Daynight tinting now works properly in battles. So if it's night time on the map, the battleback will be tinted to match (assuming battle tinting is turned on, of course
2. Shortened the battle tint plugin parameter IDs (they were being clipped due to their length) and so they match the format of the other plugin parameters (minor nitpick, sorry about that!)

1.0197 @Aesica
1. All Community.Lighting functions are now inside the main anonymous function, and all references to Community.Lighting within it have been changed to $$ (which is a reference to the Community.Lighting object).
2. Help syntax format has been updated to be more uniform: Values in [brackets] are optional, and this is now actually indicated toward the top of the help.

1.02 @Aesica
1. Fixed issue with tile lighting not working properly.

1.021 @Alexandre
1. Removed bug with light ID.

1.022 @Alexandre
1. Conditional Light killswitches now set to on/off based on if the Lightsource is decativated/activated.
2. Bug fixed with Day Night setting.

1.023 @Alexandre
1. Killswitch synchronization added an option.

1.024 @ImaginaryVillain
1. Fixed the compatibility issue with plugin order, and still works with Mog Character Particles.

1.025 @Alexandre
1. Alternate Light Directions added, demo updated.

See changes after this on GitHub.

Known Bugs:
  1. Flickering with large maps and Ultra Mode 7

So have fun, test it out, edit it, etc. Let's see where this experiment goes.

Script and Demo available on GitHub!
Click here to download!

MV Version Last Updated May 28th 2022
MZ Version Last Updated May 28th 2022


Ultra Mini Community Lighting:
This is a side project of mine, it's a very stripped down super fast version of Community Lighting that I use for my game. (Which you can see by clicking the link in my signature). This version only turns on/off (defaults to off), allows for the "Light" tag, player lighting, and the tint command. That's it.

However the upside is it's insanely faster than the base script. So if that sort of thing interests you, it's available on the GitHub as umc_Lighting.js or umc_Lighting_mz.js. Instructions to operate it are in the plugin. I would also like to note that I don't own MZ, so while the MZ version works... It is not extensively tested.

Also just as with the normal Community Lighting plugin, you are free to edit or add to this plugin. Just understand the goal of this plugin is not to be feature rich, but instead to be as fast as possible. So if you're looking to add to it, please keep that in mind. Thanks and let me know how it goes! :LZSexcite:

Edit: Now in it's own Github. Click Here!
I am fairly new to RPG maker MV and I would really appreciate a tutorial on how to make the plugin work, if you could write out just very basic one. I only found it in spanish (?) on youtube.
 

finalrpg777

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The offsets (guessing this is on an event, not the player) need to be denoted as x10 y5 in the plugin command when using mv. Also note that ASDF isn't needed. It's just a sample id in case you want to switch a light on and off via plugin commands.
Its a Common Event. The x and y have no effect. I think the AnimaX plugin just isnt compatible with it.

Update: tested on the basic RPG Maker MV without the AnimaX plugin but x and y still have no effect.
 

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unknown2u

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Hi, first of all thank you for the great plugin!
Just a little problem I'm encountering - I moved from Terrax's plugin and I noticed the center of the light source has a darker dim to it... Screenshot attached.
Does anyone know how to fix this? I couldn't find anything in the options...

Thanks in advance!

1673617974228.png
 

unknown2u

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Hi, first of all thank you for the great plugin!
Just a little problem I'm encountering - I moved from Terrax's plugin and I noticed the center of the light source has a darker dim to it... Screenshot attached.
Does anyone know how to fix this? I couldn't find anything in the options...

Thanks in advance!

View attachment 250589
An update:
Apparently it's related to the B50 I added to the light.. but it's weird it didn't happen in Terrax's script..
I guess I'll just change the values till it looks good.
 

mobiusclimber

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Sorry if these questions have already been asked, but I went through a few pages and didn't see it and uh 52 pages is a lot to try to look through.

1) What is the maximum brightness I can set a light?
2) Will flashlights ever have a brightness setting?

I'm trying to make a nice looking lamp, but because the room isn't totally shrouded in darkness, when I add a light, it's barely noticeable. (I set the tint to a light grey.) I've tried increasing the brightness a few times and that kinda works, but I think it would look better with a flashlight beam. The only problem is there's no brightness setting for the flashlight.
 

Aesica

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"Brightness" (the 'B' parameter in note tags, etc) is more about light hardness than brightness. Highest (that I recall) is 100 which will draw the light at its maximum possible brightness all the way from the center to the edges, whereas with minimal/default brightness, you get the soft fade out to the edges. I think what you're after is something that *adds* lighting to the target area, which community lighting wasn't made to do. Instead, it works by drawing a tint layer over the game field and cutting out where the lights should be.
 

finalrpg777

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How do i make a flashlight turn on and off with the F key?
 

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