Silenity

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Will this ever be updated?

Seems like the site went bad.
 

ShinGamix

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Looking for a way to disable this upon the start of battle processing and then have it  come back on after the battle ends.
 

Vurfen

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whether it is possible to create light from a window?

lighting using script Khas Awesome Light Effects, very fit glow [light 3], but its coverage area is small, as it is possible to increase?
 

Caustic

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The shape (and size) of the glows are controlled by images in the Lights folder.

You'll have to make your own if you want it to be larger, different colors or the like.
 

gooper65

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guys please help when I exit a map the lights don't go off or back to normal. i tried the script call but it just come out as an error game-interpreter line 1409 undefined method 'change color' for 0:fixnum please help :-(
 

Caustic

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What do you mean they don't "go back to normal"? Do they continue to appear in other maps (which shouldn't happen since events are map-specific)?
And what script call are you using?

Need more information.
 

Glardianknight

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[IMG]http://i44.photobucket.com/albums/f12/glardianknight/the****isdis.png[/IMG] this happens, and not just on other maps but everything. I used the call script to fix the other maps but i still need to fix the map i want this lighting on. its as if everything is offset. the small round light is off to the left of the lantern rather then around it, and when the character picks it up it is also not around him, but off to the left. how would i fix this?
 

Engr. Adiktuzmiko

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show us the script call / event that you used would you?
 

Caustic

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1) You need to fix the script to support larger maps. The original script was for use with the default map size, and it looks as if you're using a larger map than what the script was made for. Search around for tutorials, it's not difficult if I recall correctly.


1.a) Also, for your ambient darkness, you should probably set it to less than 255, if only so the player isn't completely in the dark.


2) Did you check the demo? Also, which "lantern" are you using? If you're trying to use the flashlight "lantern" in place of a torch, you'll run into some trouble. Use the appropriate event formula for the appropriate lighting effect.

[IMG]http://i.xomf.com/pcsnk.png[/IMG]
3) As an aside, you need to make a character graphic that uses "$char_lantern" ( or whatever you end up using; could be just edited into the character's character sheet as well, as I found out! ) as their name in order for them to show up correctly when you use it in your game. Or, if you want to go the extra mile, when they pick up a torch you put a little torch graphic in their hands! This is actually as simple as putting a translucent blob of "light" ( in the former example ) on your character's dominant hand ( usually right ) and changing the layering depending upon which way they are facing. You can use GIMP if you don't have Photoshop for this as well, it's a pretty simple photo-manip.
 

Dark_Metamorphosis

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http://i44.photobucket.com/albums/f12/glardianknight/the****isdis.png this happens, and not just on other maps but everything. I used the call script to fix the other maps but i still need to fix the map i want this lighting on. its as if everything is offset. the small round light is off to the left of the lantern rather then around it, and when the character picks it up it is also not around him, but off to the left. how would i fix this?
Are you using a resolution script? If so, you need to change the resolution for the khas script as well.
 

Glardianknight

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switching the map dimensions from 17x100 to 20x100 fixed the misalignment issue. the light now properly is centered around the character holding the lantern. However there is still an undarkened strip on the right side of the screen, which is the area inside the red rectangle.

[IMG]http://i44.photobucket.com/albums/f12/glardianknight/da****4.png[/IMG]

[IMG]http://i44.photobucket.com/albums/f12/glardianknight/da****2.png[/IMG]

trying to make these pictures as ''spoilers'' but it is not working v.v
 
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Caustic

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Yeah, you need to have an even-number-sized map for this to work. Same for everything else. Think it's just how the script is set up. Not that big a deal.

Um... Just from the small peek I can see in your second picture, that appears to be the map's edge. So yeah, it's coming out right.

Wait, "undarkened" (NOT_A_WORD ERROR :p )? It looks plenty dark to me.

EDIT: Also, Parallel Process, not Autorun. Don't ever use Autorun for these kinds of events.

There is a difference ( PP runs all the time regardless, Autorun runs in sequence of events created ).
 
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ChaoticShadow24

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How do I make the "Light" effect visible without having to make the screen dark?

I'm using a Day/Night system so it automatically tints for me so I need the lights to come on at night, and yes it is compatible with the script :)
 

Caustic

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How do I make the "Light" effect visible without having to make the screen dark?

I'm using a Day/Night system so it automatically tints for me so I need the lights to come on at night, and yes it is compatible with the script :)
Erm... You'll have to have them on regardless. The script is pointless without the screen tinting.

However any "light" effects won't show without the screen tint, so it doesn't matter if you leave them on all the time. 

If that still bothers you, you could have a conditional branch set up to shut off the parallel processes (if DAY, turn OFF, else (night) turn ON, to put it simply), but that would take some fiddling with to get it to work right. More trouble than it'd be worth, IMO, but still feasible.
 

ChaoticShadow24

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Solved, I got it :D
 
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Glardianknight

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Problem solved. One of my scripts had changed the resolution of everything without my knowing it, once i set it back to default everything was fixed.
 

Caustic

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Problem solved. One of my scripts had changed the resolution of everything without my knowing it, once i set it back to default everything was fixed.
...

That should've been one of the first things you'd have checked, not the last XD Script compatibility is an iffy thing, at best, unless the script(s) specifically say that they are compatible. Especially if there are several that alter the same or similar things ( such as "Game_Player" ).

Regardless, glad it's fixed ;3
 

Dark_Metamorphosis

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...

That should've been one of the first things you'd have checked, not the last XD Script compatibility is an iffy thing, at best, unless the script(s) specifically say that they are compatible. Especially if there are several that alter the same or similar things ( such as "Game_Player" ).

Regardless, glad it's fixed ;3
That was one of the first things I asked him to look up (If you scroll up some posts), but I guess he missed it :p

Glad it's fixed as well though :)
 
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