Kes

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@Espilonarge I use both Effectus and this script without a crash, so I think it might be something specific to your setup.
After installing these, did you start a New Game? Trying to load an existing save file probably won't work.
 

Espilonarge

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I have already tested both the load order and tried in a new project (tested with just these scripts alone). Secondly, I don't use "save" files when testing.

CRc7KuS.png


Azro9jV.png
 

Kes

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@Espilonarge What happens if you don't have the map set to scroll?
Also, what is the comment "event size: 32, 32" referring to? It isn't one I'm using in Ace with that script, so I don't know what it's pointing to.
 

Espilonarge

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Like I stated before, if you have it set to "None" the game won't crash but if you have it set to either Vertical, Horizontal or Both Loop, it will crash the moment you select New Game from the title screen.

And yes, I do require Scroll Type set for a number of maps. I only encountered the issue when I went back to an old map and encountered the crashing (tested it with other maps to be sure it wasn't simply a bad map).

Also, ignore the "event size" snippet (it's used by another script entirely). Even with that removed (even tried removing "static" to be sure), the engine will still crash with a scroll type set.
 

Khas

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@Espilonarge unfortunately Effectus is closed source and I can't access it to further study the problem. But by doing a quick search, I learned that it's a heavy modification script, thus it is likely that it will break other scripts.

If you open my script and search for adjust_x or adjust_y, you will see that I don't touch this method, that is, it's not being overwritten or aliased. So I think one of the following variables is not initialized when I call the adjust methods in my script:
@ms_effectus_dref_display_x
@ms_effectus_adjx
@ms_effectus_dref_display_y
@ms_effectus_adjy

I'm sorry, but I can't do much about this :(

@Kes thanks for the help :)
 

Roninator2

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Just bought this script. Got frustrated for a bit then found that the terms of use has info on the setup. I took it to mean the commercial "terms of use". Used the demo to figure out the specific settings for the lights. A few trials and errors and it is mostly working.
Tell me what is wrong with this picture -
ultra light.png
 

Espilonarge

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Check the "Region" tiles (press F7 to switch to Region mode) and make sure there isn't any over the top-left to left spot of that section where it's not showing light properly. By default, in Khas Core Library, the defaults are set from 1 to 16 (lines 70 and 76) to designate the heights when setting regions.

In your case, the walls are set 1 tile high so you will only want to place Region 1 tiles on the upper brick sections (the tiles "above" the wall lamp/candle).
 

Roninator2

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Thanks but Nope.
ultra light2.png ultra light3.png

Does this script still use the terrain tags?

Here's another spot.
ultra light4.png
 
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Khas

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@Roninator2 please read the user guide carefully. As it's explained there and on the demo, you must mark the tiles with heights different than 0. You're marking a wall with height 1 with 2, which is wrong. If you tag it with 1, it will work as expected.

Terrain tags are not used in this script :)

Please let me know if you need anything else!
 

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Thanks, I'll try that when I get home. But I did not see in your demo regions with 1 only 2 and 4. I understood the regions as being the higher number is a higher elevation, so if I started with 3 then the next level could be 4 or higher. I am sorry but it was not clear to me that I had to start at 1. Even your tutorial video shows region 2.
Thanks for the reply. Now to just fix my issue with effectus and all my problems 'should' be good.

*edit... wait I think I understand now. If the wall is two tiles high then the regions is 2 for the ceiling. If the wall is 1 tile high the region is 1 for the ceiling.
Ok, should be easy to do.
 
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Roninator2

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IDEA. Would it be possible to add a feature for the blending of lights when transferring from one level to another. Like in your demo walking up the stairs to the second level for the cliff/hill area. so maybe it could work like...

22222222222222
22221818182222
..........171717
..........1 1 1 1
00000000000000

So that 17 blends with 1 and 18 blends with 2 but 17 and 18 blend with each other. To make the light flow continuously through walking. And this would work for whatever layers you specify above and below.

Just a thought.
 

Khas

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@Roninator2 Unfortunately what you have described is only a special case of something very complex to implement. I tried to make the transition smoother but it isn't performance viable (which is the top priority on this script!).
 

jasonluthor

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Hello gang. Intermediate level RPG Maker user here.

So. Khas' script works. Advanced Game Time works. Together, they don't work. I'm trying to figure out the why, and don't even know where to start. The compatibility add on is installed, it's checked to yes for Khas, but when I load up a screen. it's daytime all the time. If I don't check yes, I get a typical 24 hour cycle. Any idea where I should start looking into this problem?
 

Khas

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@jasonluthor in which order did you place the scripts? Did you grab vlue's time script and the add-on from this thread? They should be in the following order:
1. Vlue's Advanced Time
2. Khas Ultra Lighting
3. Compatibility Add-on

Anyhow, you may send me a demo via PM so I can figure out what is wrong faster :)
 

jasonluthor

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@jasonluthor in which order did you place the scripts? Did you grab vlue's time script and the add-on from this thread? They should be in the following order:
1. Vlue's Advanced Time
2. Khas Ultra Lighting
3. Compatibility Add-on

Anyhow, you may send me a demo via PM so I can figure out what is wrong faster :)

Well, as I said, I am only an "intermediate" user :D
Yeah! The only problem was, apparently, that I needed them sequentially in order. Prior to that I had the other add-ons as part of this in the script list. I literally just put the three scripts in the order you stated, and viola! Completely worked.

While I'm here, thanks for this amazing script Khas, it was money well spent on my part :) With this lighting fix, all I have to do is finish my lighting placement before I can put out my first demo. Thanks for the help!

Quick Edit:
lphtjD6.jpg

aL0CdSr.jpg

It all came out looking gorgeous!
 
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Khas

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@jasonluthor your game's looking beautiful! I'm glad you got everything working :)
And thanks for the compliments! Please let me know if you need any help.
 

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Real quick, this is something that came up recently in the game I'm building and it's more a Quality of Life suggestion more than anything else.

So, to break it down, I have a mod that lets me mark auto-tile walls as 'passable' by assigning it a region number. This basically allows the character to walk behind the wall, adding a bit more 'depth' to the overall design of the level. However, in order to make the lighting work in some spots of this game, I would have had to mark that spot with both one of your designated regions AND mark it with the regions that designate whether a wall is passable or not.

I made a work around that just happens to fit in my game so far where I simply changed the designated region numbers so that 3 is passable and 2 is not, since none of my walls are higher than 2. This allows me to kind of quick and dirty keep the depth aspect of my maps without sacrificing the lighting, but having a second set of lighting region tags that weren't bound to what was passable and what wasn't would actually make my life a whole lot easier and let me have more flexibility in my design. As it stands, anything marked with a height of 2 HAS to be an unpassable tile in order for this combination of systems to work, so I have to design my levels with that in mind.

Simply put, being able to have say, region 2 and region 12 do the same thing as far as lighting is concerned, but allowing 12 to be passable and 2 to be not would give me much more flexibility in my map design. I know this is a very specific thing, but essentially all I am asking is how hard it would be to make a second set of regions that just copy the actions of the original set, I.E. Region 11 = 1, 12 = 2, 13 = 3, etc.

Hopefully that makes sense.
 

Khas

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@KittyKatBlack thanks for the suggestion, but this version is already definitive and I don't intend to update it anymore (unless a bug appears, which is very unlikely at this point).

However, I could make a custom version of the Core script for you to implement such functionality. Then you would have a second range of region tags to set heights. Would that be good for you? :)
 

Kauzz

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E o preço em reais, Khas? :c
Em Dólar fica caríssimo, teria interesse em comprar.
 

Khas

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@Kauzz eu acabei centralizando tudo desse modo e não tenho como aceitar outras formas de pagamento por motivos financeiros/pessoais. O Awesome Light Effects é grátis, já esse script é mais para quem tem um projeto que justifique o investimento, lembrando que no preço existe uma taxa da Degica também :)

Desculpe pelo inconveniente :(
 

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