Terrax Lighting system

Terrax

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Lol, i think we all made the same mistake.


When including the mog-hunter time system, do not forget to go to the settings of the mog-time system and set 'Tint screen' to FALSE.


What your seeing is the mog-time system creating a tint screen effect on top of the terrax-lighting system.


I hope that solves most above problems.
 

Gonor

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Lol, i think we all made the same mistake.


When including the mog-hunter time system, do not forget to go to the settings of the mog-time system and set 'Tint screen' to FALSE.


What your seeing is the mog-time system creating a tint screen effect on top of the terrax-lighting system.


I hope that solves most above problems.
Unfortunately my mog-time tint screen effect already turned to FALSE...
It doesn't solve the problem...
I also checked if I have properly used the plugin command tls_moghunter. Sadly, no effect. :(
 

Terrax

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Unfortunately my mog-time tint screen effect already turned to FALSE...
It doesn't solve the problem...
I also checked if I have properly used the plugin command tls_moghunter. Sadly, no effect. :(
Is there any way you can send me the setup (pack all the files) so i can debug it?
 

ABSTRVCT

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Really great plugin, but I think it still needs some features and fixes:

  1. It does not work very good with the Galv's Event Spawner. For example, I made a torch item that calls a common event. This common event spawns a torch event in front of the player character, but it does not light although it has the notetags.
  2. Have you tried Khas Awesome Light Effects for RMVXAce? It creates a special shadow effect when you walk near a wall corner. It would be also great.

Thank you and continue making so awesome plugins!!
 

Skurge

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Terrax can you confirm with me quickly on your end if animations on map with the blending effect of 'multiply' make the screen go black briefly while using the plugin command: effect_on_event x 200 #FFAAAA 50


Basically I'm testing out an animation for a carbomb animation, when an animation frame with the multiply effect is shown the screen briefly goes black when the map has lighting effects and have the screen tinted also.
 

Gonor

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Is there any way you can send me the setup (pack all the files) so i can debug it?


I can send you my files either tonight or tomorrow evening. (It's 0955 a.m. where I live right now.)


Although, even if I start a completely new project, the tinting on indoor maps isn't working properly.
So, maybe you are faster in figuring the problem out, than I can send you the files. ;)
 
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Terrax

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Gonor:


After you leave an area with the mogtime system active, the last tint setting is remembered as you go on,


If you want a dark (or light area) after that, its best to set a new tint when the new map loads.


Create an event on the new map and put in:


Plugin command : Tint set #000000       


Erase event.


This should reset the tint to a total black room

Really great plugin, but I think it still needs some features and fixes:

  1. It does not work very good with the Galv's Event Spawner. For example, I made a torch item that calls a common event. This common event spawns a torch event in front of the player character, but it does not light although it has the notetags.
  2. Have you tried Khas Awesome Light Effects for RMVXAce? It creates a special shadow effect when you walk near a wall corner. It would be also great.

Thank you and continue making so awesome plugins!!


I've taken a look tal Galv' spawner before, my javascript skills lack a bit in some area's. I can't find out how to access the created events.


I read the events from $dataMap.events[i].


Galv's events are in $gameMap.events  and i have no access to that object in my script (or rather, don't have a clue how to access it)


 


I know the RMVXace version, it looks awsome, but its not something i can reproduce in MV.


 

Terrax can you confirm with me quickly on your end if animations on map with the blending effect of 'multiply' make the screen go black briefly while using the plugin command: effect_on_event x 200 #FFAAAA 50


 


Basically I'm testing out an animation for a carbomb animation, when an animation frame with the multiply effect is shown the screen briefly goes black when the map has lighting effects and have the screen tinted also.
I can't seem to reproduce this error, all is working fine when i test it, with lightsources and tints active.
 
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Gonor

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Gonor:


After you leave an area with the mogtime system active, the last tint setting is remembered as you go on,


If you want a dark (or light area) after that, its best to set a new tint when the new map loads.


Create an event on the new map and put in:


Plugin command : Tint set #000000       


Erase event.
You, sir, are a genius!
That worked perfectly. Why didn't I think of this?


Thanks a lot. :)
 

Skurge

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I can't seem to reproduce this error, all is working fine when i test it, with lightsources and tints active.


Might be something I'm missing, I'll look into the issue again, atleast at this point it seems it's just an isolated issue so might not be the plugin at this stage.


I'll continue investigating.
 

Terrax

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Might be something I'm missing, I'll look into the issue again, atleast at this point it seems it's just an isolated issue so might not be the plugin at this stage.


I'll continue investigating.
I don't know if your adding an effect/spell from the rpg-maker effect library, but i noticed some also include a screen filter, so thats could also be the cause of the screen


darkening/lighting up
 

Mr.Richmond

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Can i use you plugin in a game that i am going to sell for money on steam? Please reply in private message. 
 

luiscesjr

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I'm having a slight problem with the flashlight, it works when I set them on events (your update that fixed the error with scrolling maps saved my game lol) But the flashlight from the menu won't activate.


It used to and now it doesn't anymore and I'm kinda lost. I have Mog time and weather systems.


So my common event is set like your from the demo, the item is set to activate that common event, and I get the messages of light on and off.


All I had to do was change the switch to not get in the way of the one that I was already using. But I changed it before and it worked, now it won't anymore, as of your last update. Is there anywhere else I have to change the switch of the flashlight other than the common event itself?


Thanks in advance.
 

Diretooth

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I input 'Light 250 #FFFFFF' into the note part of an event, and the script is not triggering. Advise.
 

Terrax

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I'm having a slight problem with the flashlight, it works when I set them on events (your update that fixed the error with scrolling maps saved my game lol) But the flashlight from the menu won't activate.


It used to and now it doesn't anymore and I'm kinda lost. I have Mog time and weather systems.


So my common event is set like your from the demo, the item is set to activate that common event, and I get the messages of light on and off.


All I had to do was change the switch to not get in the way of the one that I was already using. But I changed it before and it worked, now it won't anymore, as of your last update. Is there anywhere else I have to change the switch of the flashlight other than the common event itself?


Thanks in advance.
Can you tell me the plugin command your using?

I input 'Light 250 #FFFFFF' into the note part of an event, and the script is not triggering. Advise.
Thats should work, unless you forgot to include the script in your plugin list.
 

Diretooth

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I didn't have it in. T_T This is why I shouldn't do anything while being sick.
 

Zaen

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What is the version of RPG Maker MV that I need to revert to to stop the depreciation?
 

luiscesjr

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Can you tell me the plugin command your using?


Thats should work, unless you forgot to include the script in your plugin list.


I am using this    ◆Comando de plug-in:Flashlight on 8 12 #FFFFFF


Totally copied from your demo. As I said it used to work, and evented flashlights does work.


I already changed the scripts position to see if that could possibly be affecting anything (Even tough the rest of the plugin work normally)
 

Terrax

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New version (1.4.1) now available


http://mvplugins.com/plugin/Terrax/Terrax%20Lighting%20System


or


https://github.com/Terraxz/TerraxLighting


Update:


Recenly RPGMaker has been updated with new graphics scripts (new version of pixi). This upgrade caused some errors


that could be corrected, but the updated terraxlighting script will no longer run with old RPG-Maker core scripts.
If you did not upgrade your game with the new RPG-Maker MV core scripts, you will have to use the plugin


called 'Terraxlighting_pixi3.js' instead (also included in the download).


There is no difference in the scripts other then some definitions.


I've also added a small new area in the demo that shows more examples to the recently added special effects.


I'm a bit buzy this time of year, sinterklaas, chrismas shopping, family and 'the wife' are competing with 'coding time'.


(and the wife often wins). So updates will be a bit slower this time of year.


Terrax

Totally copied from your demo. As I said it used to work, and evented flashlights does work.


I already changed the scripts position to see if that could possibly be affecting anything (Even tough the rest of the plugin work normally)
All i can think of is that you made an error with the switches, can you link the common event your using?
 
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Galv

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I've taken a look tal Galv' spawner before, my javascript skills lack a bit in some area's. I can't find out how to access the created events.


I read the events from $dataMap.events[i].


Galv's events are in $gameMap.events  and i have no access to that object in my script (or rather, don't have a clue how to access it)


$gameMap.events() is a default function in rpgmaker to return an array of events for the current map. You should be able to access it.


Also when wanting to access $dataMap.events, you can access from the event object returned from that $gameMap.events() array with the event() function.





 





eg. the function in the event is:





Game_Event.prototype.event = function() {
return $dataMap.events[this._eventId];
};



So you can reference the events that have been created in the $gameMap object and still get the $dataMap.events
info (as my spawn plugin changes this function to be able to access the correct map for this data).





 





Hope this makes sense and helps.





 
 

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