Terrax Lighting system

Discussion in 'JS Plugin Releases (RMMV)' started by Terrax, Nov 5, 2015.

  1. cedr777

    cedr777 Lead developer of "Charao Life" Veteran

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    The kill switch is bugged.

    I have an event with Light 50 #FFFFFF 1 set on the notetag, the kill switch parameter is disrupting one of that event's page by activating the SelfSwitch D prematurely, how do I stop this behavior?

    Setting the Kill Switch to "No" in the plugin parameter does nothing.
     
    Last edited: Mar 20, 2019
  2. Aesica

    Aesica undefined Veteran

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    I haven't run into that yet, but then again, I avoid using D for anything unless it's directly related to lighting. For example street lamps that change their appearance from off (glassy bulb) to on (bright bulb + the lighting effect)

    I'd have to see your event's pages to know for sure what's going on.
     
  3. Eliaquim

    Eliaquim Raze: The Rakuen Zero's Guardian! Veteran

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    Hi there!
    i'm new using this plugin. I use a lot of light plugins over there, but i think this is the best.
    I'm trying to add a flick in my lights. So i put this in a event note tag:

    "Fire 150 #ff6600"

    In the manual says that i can use a plugin command to change the flick and radius:

    "Replacing the 'Light' keyworld with 'Fire' will give the lights a subtle flicker
    You can configure the fire effect with the plugin command 'SetFire 7 10'
    Where 7 is the radius change and 10 is the shift in color from red to yellow. "

    But there is a way for me to adjust the flick and the radius within the notetag of an event, instead of a plugin command? Or just the flick?
     
  4. Aesica

    Aesica undefined Veteran

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    Unfortunately, the plugin command is the only way as far as I know. That said, I find it to be a pretty good practice to have a self-deleting autorun event in every map to handle adjustments like that, as well as applying tints, adjusting tile/region lights, etc as well as other housekeeping things unrelated to lighting like cleaning up temporary variable settings/etc.
     
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  5. Eliaquim

    Eliaquim Raze: The Rakuen Zero's Guardian! Veteran

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    Thanks for the answer!
    Yeah, i already do that... I ask because i want to different lights flick with different intensity. But that's ok! Thanks! ^^
     
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  6. Seranell

    Seranell Warper Member

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    Hi there I'm not sure if this is bugged for me, or if I'm being a complete idiot, but when I use a pluggin command to tint the screen a certain colour it's not working. I'd also like to know if there is a way I can change the players radius and its colour in game and not have the radius on all the time
     
  7. Kes

    Kes Global Moderators Global Mod

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    @Seranell A screen shot of your command would help people to identify if there is an error there.
     
  8. Seranell

    Seranell Warper Member

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  9. Aesica

    Aesica undefined Veteran

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    Tinting (just like the solid black darkness) only activates when one or more events in that area has a light source attached. If you don't want any light sources on events for a given map and just the tint, you can kind of cheat by using the same event that calls your plugin command as a null light source by adding this to the note box:

    Code:
    light 0 #000000
     
  10. Seranell

    Seranell Warper Member

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    Thank you
     
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  11. bighoncho

    bighoncho Veteran Veteran

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    Does Terrax lighting works for MV 1.6.2? I installed terrax 1.5.1 on MV 1.6.2 , there was no error but light isn't showing at all..
     
  12. bazrat

    bazrat Veteran Veteran

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    Its working fine in our 1.6.2 project, try placing the plugin in different orders, we have ours towards the top. Not sure how you’re setting up your lighting either which could be the issue, need more info
     
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  13. Aesica

    Aesica undefined Veteran

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    Post a screenshot of your light source event, including the note field.
     
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  14. bighoncho

    bighoncho Veteran Veteran

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    @bazrat @Aesica Thanks for replying. I think I found the problem.. I have to set plugin time and daynight for moghunter time system and terrax shows.
     
    Last edited: Apr 26, 2019
  15. WereWorld

    WereWorld DDreamsGames Member

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    Hello, quick thing:
    I have many lights in a single map and would like to turn them on all at once.
    Instead of entering
    light on 1
    light on 2
    light on 3....
    Is there a command I could use for the whole range of events? That would help tremendously....

    Secondly, is there a limit to the total lights in the game?
    Thanks!
     
  16. bighoncho

    bighoncho Veteran Veteran

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    I am beginner.. But I think turning on all lights at once is possible with "Switch".

    You can make two switch, when condition is met the switch can turn on or off all the lights.

    I don't think there is a limit with lights in the game, but it will cause massive LAG if there are
    too many lights.. you cannot feel any difference if you are using a high end pc but for people
    using budget laptop or pc may get the lag and it will spoilt the gaming experience.
     
  17. WereWorld

    WereWorld DDreamsGames Member

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    But that would still require me to type the command everytime.
    I'm looking for a script line like "light on from1to10"....
     
  18. Aesica

    Aesica undefined Veteran

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    Can't do it without editing the plugin code. You could, however, use TileLight or RegionLight instead of attaching the light to specific events.
     
  19. Abtin

    Abtin Warper Member

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    Not sure if this issue has come up in this thread before, but I got an issue with moving events that have light sources on them. Whenever I move an event, the light source won't follow them smoothly but will instead "jump" from spot to spot. It seems like the location of the light source doesn't update every few frames, but every few seconds. Is there a fix for this?

    Edit: nvm, found the solution 4 pages back.
     
  20. WereWorld

    WereWorld DDreamsGames Member

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    Thank you Aesica for your answer :)
     
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