athosfranco

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Awesome plugin.

I have a question: I also use OcRam Time System to create a day and night effect. I would like to know how I make the light that emanates from the player only appear during the NIGHT period, in an instantaneous way? As if the player had just turned on a torch or other light source.
 

OcRam

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Awesome plugin.

I have a question: I also use OcRam Time System to create a day and night effect. I would like to know how I make the light that emanates from the player only appear during the NIGHT period, in an instantaneous way? As if the player had just turned on a torch or other light source.
Thank you for the message,

I would do it with common event and set player default light to 'none' in plugin parameters.
 

Kirby44

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My game reloads automatically the last accessed save file after a Game Over.

But when it happens, I get this error message :

1624485070351.png

Details :
1624485208903.png
 

fizzly

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I have no idea why, but after updating all the scripts I bought (weather, time system, lights) and addidin Core, which is necessery now, lights and clock does not work ... :( When I turn off the core, it works but says "Core 1.05 is required".
 

OcRam

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I have no idea why, but after updating all the scripts I bought (weather, time system, lights) and addidin Core, which is necessery now, lights and clock does not work ... :( When I turn off the core, it works but says "Core 1.05 is required".
Thank you for the message,

Make sure that you are using only MV plugins or MZ plugins (mixing them could cause weird issues). In MV -plugins Core is always embedded in each plugin. In MZ core is separate plugin.

In both cases make sure all plugins are up-to-date (if any plugin is updated it is recommended to update all OcRam -plugins like you apparently did).

Also if plugin comes with new parameters it requires parameter validation do this by going to "Plugin Manager" >> Click updated plugin(s) >> Click Ok for each new parameter
 

fizzly

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Thank you for the message,

Make sure that you are using only MV plugins or MZ plugins (mixing them could cause weird issues). In MV -plugins Core is always embedded in each plugin. In MZ core is separate plugin.

In both cases make sure all plugins are up-to-date (if any plugin is updated it is recommended to update all OcRam -plugins like you apparently did).

Also if plugin comes with new parameters it requires parameter validation do this by going to "Plugin Manager" >> Click updated plugin(s) >> Click Ok for each new parameter
oh god, i downloaded mz for mv...so sorry, and thank you for fast help!
 

Zaphitos

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Thank you for the message,

Following snippet gets everything in light radius:
Code:
this.event().getObjectsInLightRadius().forEach(obj => {
console.log(obj);
});

Hello :)

I tried this now a little with MZ. Is this not implemented in MZ yet?
I even tried it in your demo with the sentries, but all I get is a crash with the message
"Cannot read property 'degrees' of undefined"
 

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OcRam

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Hello :)

I tried this now a little with MZ. Is this not implemented in MZ yet?
I even tried it in your demo with the sentries, but all I get is a crash with the message
"Cannot read property 'degrees' of undefined"
Thank you for the report!

I have now fixed and released OcRam_Lights v1.09 (requires OcRam_Core v1.10).

Following changes were made:
  • Added battler lights (inherited from map event (enemy) and player lights (actor))!
  • MPP_Pseudo3DBattle support!
  • PIXI.Container is no longer used - using only PIXI.Sprite as light layer (1 "layer" less stuff)
  • event.getObjectsInLightRadius and isPlayerInLightRadius now works as intended! (Credits to Zaphitos)
EDIT: WHOOPS this was MV thread! (update is for MZ)
 
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LMPGames

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Hello OcRam! Recently found your plugin when looking for a lighting plugin to replace Terrax's.

Running into an issue dealing with switches. If I turn a light source on for an event using the light_event plugin command, then a switch changes the event page, the light source is turned off.

If this a known limitation or is there a workaround?
 

OcRam

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Hello OcRam! Recently found your plugin when looking for a lighting plugin to replace Terrax's.

Running into an issue dealing with switches. If I turn a light source on for an event using the light_event plugin command, then a switch changes the event page, the light source is turned off.

If this a known limitation or is there a workaround?
Thank you for the message,

Everytime event page is changed light event comments are scanned. If light sources are not found, lights will be turned off. This can be overwritten via JS/plugin commands (while this page is active).

If comment is used then it is supposed to be event PAGE specific. Event notetag takes effect in ALL pages (unless overwritten by JS/plugin command).
 

LMPGames

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Thank you for the message,

Everytime event page is changed light event comments are scanned. If light sources are not found, lights will be turned off. This can be overwritten via JS/plugin commands (while this page is active).

If comment is used then it is supposed to be event PAGE specific. Event notetag takes effect in ALL pages (unless overwritten by JS/plugin command).

Ah, so even if I use the plugin command, page changes will reset the lighting. So sounds like I would be better off either using comments specifically on each page or in the event note tag to fix this issue then.

Thanks.
 

Godarkhaos

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Hiyaah!
Do you know if it would be complicated to add light to objects other than events, player and followers? I'm using QABS and I'd like to add light to the projectiles.. I've managed to get the lightData onto them by using the same setupLightData method as followers but it doesn't seem to do anything. Am I missing something obvious?
 

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