SolidusPrime

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Hi Terrax,

Is there any chance that in the future we could get the ability to adjust the flicker rate/strength for the 'fire' commands? Sometimes it is a bit too subtle for what I am trying to achieve. For example - I use it for malfunctioning lights sometimes. If you imagine a flickering light bulb in your head, there are times when it completely goes out for a split second.

Also, I can't seem to get the flashlight to be able to change directions on an event. 'Flashlight 8 12 #888888' creates a flashlight just fine, but 'Flashlight 8 12 #888888 1 2' causes nothing to appear. Am I missing something there?

I'm a big fan of your plugin, just wanted to say thanks for your work - it's been an integral part of my project since version 1.06.
 
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Terrax

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Hi Terrax,
Is there any chance that in the future we could get the ability to adjust the flicker rate/strength for the 'fire' commands? Sometimes it is a bit too subtle for what I am trying to achieve. For example - I use it for malfunctioning lights sometimes. If you imagine a flickering light bulb in your head, there are times when it completely goes out for a split second.
I think that's a nice option to add, ill include some new commands in the 'setfire' plugin call next update (later this week)


Also, I can't seem to get the flashlight to be able to change directions on an event. 'Flashlight 8 12 #888888' creates a flashlight just fine, but 'Flashlight 8 12 #888888 1 2' causes nothing to appear. Am I missing something there?

If you use 'Flashlight 8 12 #888888 1 2' you will have to turn on the flashlight with plugin call 'Light on 1'. If you want to have the flashlight on by default use plugin call 'Flashlight 8 12 #888888 0 2'
 

OneManArmy

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So I don't know what I am supposed to do. The light source is stuck to hero and not to fire in the middle of the map and there is no change between command light and fire both are looking the same. I am trying to update the project but it doesn't matter how many files I paste the problem is the same. When I do a plugin command set fire 7 10 I am getting error 'Lenght' is undefined.
 

SolidusPrime

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I think that's a nice option to add, ill include some new commands in the 'setfire' plugin call next update (later this week)

Cool, thanks!

Hello again :)

I recently started using the Bind Picture to Map plugin, and followed your instructions here to get it working with your plugin:


This is a known issue, both plugins overwrite the same system core script.


I did not find an easy way to resolve it in my plugin, but it can be resolved in the Bind pictures to map plugin,


It can be solved by adding 3 lines to the TDDP plugin. You can ask the author to include them, or include them yourself.


Edit the function that starts on line 100 of the script.

Code:
    //=============================================================================
    // Spriteset_Map
    //=============================================================================
    Spriteset_Map.prototype.createLowerLayer = function() {
        Spriteset_Base.prototype.createLowerLayer.call(this);
        this.createPicturesLayer('bottom', this._baseSprite);
        this.createParallax();
        this.createPicturesLayer('below_tilemap', this._baseSprite);
        this.createTilemap();
        this.createPicturesLayer('below_characters', this._tilemap);
        this.createCharacters();
        this.createPicturesLayer('above_characters', this._tilemap, 8);
        this.createShadow();
        this.createPicturesLayer('below_weather', this._tilemap, 8);
        if (Imported.TerraxLighting) {       // Add these 3 lines
             this.createLightmask();           // And make sure TerraxLighting
         }                                    // is above TDDP in the plugin-list.
        this.createWeather();
        this.createPicturesLayer('top', this);
        this.createDestination();
    };

It does indeed work, thank you for that, but I am running into another issue:



The upper overlay layer appears to be landing above your lighting layer. I'm afraid I don't know enough about scripting to tweak it myself...is there an easy fix for this? I moved your added code underneath the "this.createPicturesLayer('top', this);" line, but it didn't make any changed.
 
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Terrax

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So I don't know what I am supposed to do. The light source is stuck to hero and not to fire in the middle of the map and there is no change between command light and fire both are looking the same. I am trying to update the project but it doesn't matter how many files I paste the problem is the same. When I do a plugin command set fire 7 10 I am getting error 'Lenght' is undefined.

Try using plugin call : Setfire 7 10 (Set and fire together)

The upper overlay error appears to be landing above your lighting layer. I'm afraid I don't know enough about scripting to tweak it myself...is there an easy fix for this? I moved your added code underneath the "this.createPicturesLayer('top', this);" line, but it didn't make any changed.

The code below should do the trick, like you said, look carefully if you adjusted the right file in the right module.
//=============================================================================
// Spriteset_Map
//=============================================================================
Spriteset_Map.prototype.createLowerLayer = function() {
Spriteset_Base.prototype.createLowerLayer.call(this);
this.createPicturesLayer('bottom', this._baseSprite);
this.createParallax();
this.createPicturesLayer('below_tilemap', this._baseSprite);
this.createTilemap();
this.createPicturesLayer('below_characters', this._tilemap);
this.createCharacters();
this.createPicturesLayer('above_characters', this._tilemap, 8);
this.createShadow();
this.createPicturesLayer('below_weather', this._tilemap, 8);
this.createWeather();
this.createPicturesLayer('top', this);
if (Imported.TerraxLighting) { // Add these 3 lines
this.createLightmask(); // And make sure TerraxLighting
} // is above TDDP in the plugin-list.
this.createDestination();
};
 

SolidusPrime

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Try using plugin call : Setfire 7 10 (Set and fire together)



The code below should do the trick, like you said, look carefully if you adjusted the right file in the right module.
//=============================================================================
// Spriteset_Map
//=============================================================================
Spriteset_Map.prototype.createLowerLayer = function() {
Spriteset_Base.prototype.createLowerLayer.call(this);
this.createPicturesLayer('bottom', this._baseSprite);
this.createParallax();
this.createPicturesLayer('below_tilemap', this._baseSprite);
this.createTilemap();
this.createPicturesLayer('below_characters', this._tilemap);
this.createCharacters();
this.createPicturesLayer('above_characters', this._tilemap, 8);
this.createShadow();
this.createPicturesLayer('below_weather', this._tilemap, 8);
this.createWeather();
this.createPicturesLayer('top', this);
if (Imported.TerraxLighting) { // Add these 3 lines
this.createLightmask(); // And make sure TerraxLighting
} // is above TDDP in the plugin-list.
this.createDestination();
};

That worked like a charm, and I see what I messed up. Thanks again...your patience and assistance is much appreciated.
 

OneManArmy

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Hmmm.... I have updated everything in my project and now when I have your plugin ON I am getting the same error. I have only yours and core Yanfly engine plugins currently it is new project. When I am starting a game I am getting an error - cannot read property Lenght of undefined.
 

Terrax

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Hmmm.... I have updated everything in my project and now when I have your plugin ON I am getting the same error. I have only yours and core Yanfly engine plugins currently it is new project. When I am starting a game I am getting an error - cannot read property Lenght of undefined.

Press F8 when you get the error, then paste the debug text into a new reply so i can see what generates the error.
 

Solis

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Is there a way to have the light off unless your in range? I want to have glowing water but only when the player is near. Any suggestions? I guess I could turn the command off and on when the player gets near off on an auto touch switch but was hoping there was another way.
 

OneManArmy

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Here it is.

TypeError: Cannot read property 'length' of undefined
at Spriteset_Map.updateTilemap (/D:/games/steamapps/common/RPG%20Maker%20MV/Howling%20Hounds/Howling%20Hounds/js/plugins/OrangeOverlay.js:549)
at Spriteset_Map.update (rpg_sprites.js:2274)
at Spriteset_Map.Spriteset_Base.initialize (rpg_sprites.js:2127)
at Spriteset_Map.initialize (rpg_sprites.js:2257)
at new Spriteset_Map (rpg_sprites.js:2250)
at Scene_Map.createSpriteset (rpg_scenes.js:538)
at Scene_Map.createDisplayObjects (rpg_scenes.js:531)
at Scene_Map.onMapLoaded (rpg_scenes.js:383)
at Scene_Map.isReady (rpg_scenes.js:373)
at Function.SceneManager.updateScene (rpg_managers.js:1823)
 

Terrax

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New version (1.4.8) now available

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

or

https://github.com/Terraxz/TerraxLighting

1 ) Hurray!!! The script now detects if you have the old or new version of PIXI, the script won't mind or throw errors!! It will always work.
2 ) Fixed an bug where the lightsource would not move after an event was moved with a script call.
3 ) New functionalty to link the lightingscript with quasi-abs. The code for this is in a seperate file, don't include if you don't use quasi-abs.



Here it is.
Debug"]TypeError: Cannot read property 'length' of undefined at Spriteset_Map.updateTilemap (/js/plugins/OrangeOverlay.js:549)
The bug seems to be thrown in OrangeOverlay, not in the lighting script.

You also asked for a blink effect, this can be done very nicely with a color-change lightsource turning from light to dark with this definition
Tagnote : Light 200 cycle #FFFFFF 2 #000000 25 SS:AB00
This will give a short flash of light (2 ticks) followed by a long darkness (25 ticks).. change to your liking.
There is an example in the 3rd room of the demo.
 

TheRevolver

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Good morning.

Today I'm trying to use this plugin for my first time, but during the playtest, just after the title screen, the software returns the error
"Cannot read property 'addChild' of undefined".
I will post a screenshot of the error.

I don't know if this is a re-post...
Thank you for your patience in advance.
 

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Terrax

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Good morning.

Today I'm trying to use this plugin for my first time, but during the playtest, just after the title screen, the software returns the error
"Cannot read property 'addChild' of undefined".
Thank you for your patience in advance.

The error is a result of BindPicturesToMap and the TerraxLightingSystem not working together properly, this cannot be fixed in my script, but it can be fixed in BindPicturestoMap.

Search the BindPicturesToMap script for the Spriteset_Map function and add the 3 lines to it as shown below, make sure
TerraxLighting is above BPTM in the plugin list.

Code:
//=============================================================================
// Spriteset_Map
//=============================================================================
 Spriteset_Map.prototype.createLowerLayer = function() {
     Spriteset_Base.prototype.createLowerLayer.call(this);
     this.createPicturesLayer('bottom', this._baseSprite);
     this.createParallax();
     this.createPicturesLayer('below_tilemap', this._baseSprite);
     this.createTilemap();
     this.createPicturesLayer('below_characters', this._tilemap);
     this.createCharacters();
     this.createPicturesLayer('above_characters', this._tilemap, 8);
     this.createShadow();
     this.createPicturesLayer('below_weather', this._tilemap, 8);
     this.createWeather();
     this.createPicturesLayer('top', this);
     if (Imported.TerraxLighting) {          // Add these 3 lines
          this.createLightmask();           // And make sure TerraxLighting
     }                                                    // is above TDDP in the plugin-list.
     this.createDestination();
};
 

TheRevolver

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The error is a result of BindPicturesToMap and the TerraxLightingSystem not working together properly, this cannot be fixed in my script, but it can be fixed in BindPicturestoMap.

Search the BindPicturesToMap script for the Spriteset_Map function and add the 3 lines to it as shown below, make sure
TerraxLighting is above BPTM in the plugin list.

Code:
//=============================================================================
// Spriteset_Map
//=============================================================================
 Spriteset_Map.prototype.createLowerLayer = function() {
     Spriteset_Base.prototype.createLowerLayer.call(this);
     this.createPicturesLayer('bottom', this._baseSprite);
     this.createParallax();
     this.createPicturesLayer('below_tilemap', this._baseSprite);
     this.createTilemap();
     this.createPicturesLayer('below_characters', this._tilemap);
     this.createCharacters();
     this.createPicturesLayer('above_characters', this._tilemap, 8);
     this.createShadow();
     this.createPicturesLayer('below_weather', this._tilemap, 8);
     this.createWeather();
     this.createPicturesLayer('top', this);
     if (Imported.TerraxLighting) {          // Add these 3 lines
          this.createLightmask();           // And make sure TerraxLighting
     }                                                    // is above TDDP in the plugin-list.
     this.createDestination();
};

All works properly.
Problem solved. Thank you again.
 

mactire123

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Hello, amazing plugin, I just can't make it work with MOG-Time system, I follow the steps in the txt but with no sucess...
What i'm missing?
 

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Terrax

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Use
plugin command : tls_moghunter debug
to test if the switches are set correctly.

The plugin reads gameswitches 21 to 26. Those are set by the mog-hunter plugin. If you change
the switches in the mog-hunter plugin the lighting plugin cannot read the time of day correctly.
 

Dungeonmind

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Hi yes I am having problems as well. I have everything set like @mactire123 but when I leave the house from which the plugin was turned on for moghunter to the next map during the day the lighting goes from dark to light very slowly when it should just be day time... Please help! lol It's driving me nuts haha
 

suoma

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Hi Terrax,
Encountered a problem and separate test a map, with a black screen appears, overall test game, only a black screen, began to appear at the back of the map is only lighting effects, but the black screen is missing! For help!
 

Terrax

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New version (1.4.9) now available

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

or

https://github.com/Terraxz/TerraxLighting

Fixed: A small bug that made weird fading effects when changing maps with the mog-time system running.

Hi Terrax,
Encountered a problem and separate test a map, with a black screen appears, overall test game, only a black screen, began to appear at the back of the map is only lighting effects, but the black screen is missing! For help!
I do not understand the question (at all).

Hi yes I am having problems as well. I have everything set like @mactire123 but when I leave the house from which the plugin was turned on for moghunter to the next map during the day the lighting goes from dark to light very slowly when it should just be day time... Please help! lol It's driving me nuts haha
Fixed ;)
 

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