Forgive me, kind Sir.unwatched.
All lights for a given map?How to turn light off in specified map, not in all entire game?
I using Terrax Lighting only.
Yes, all lights.All lights for a given map?
I'd just use the Light deactivate plugin command to turn it off upon loading the map in question. Then, when leaving that map, Light activate to turn it back on
Yes. I wanted to make Lamp armor that must be equipped for light.You mean like a sword that you equip for light? You'll need a plugin that can execute a script call or common event etc on equip/unequip. I think there's a yanfly plugin that does that, but not sure. Personally, I found it easier (and better for the player since you're not forcing an equipment slot to take a torch) to just make torch items that call the necessary common events
The armor approach might work, but you'd need a few plugins to make it happen. Specifically, Yanfly's auto passive states and buffs & states core. The idea is that you'd have a passive state attached to your lamp armor, and that state would have these note tags:Yes. I wanted to make Lamp armor that must be equipped for light.
I even tried to use Conditional Branch+ plugin, but it still doesn't work.
Until I found a solution to this problem, I’m thinking of abandoning this idea and creating torch items in the game.
Also, I wonder how to use this plugin in gameplay? For now I understand that lights can be used only to make dungeon crawling harder. Because monsters cannot be seen in the dark.
Okay:The armor approach might work, but you'd need a few plugins to make it happen. Specifically, Yanfly's auto passive states and buffs & states core. The idea is that you'd have a passive state attached to your lamp armor, and that state would have these note tags:
<Custom Apply Effect>
$gameMap._interpreter.pluginCommand("light", ["radius", "300", "#ffffff"]);
</Custom Apply Effect>
<Custom Remove Effect>
$gameMap._interpreter.pluginCommand("light", ["radius", "1", "#000000"]);
</Custom Remove Effect>
You'll probably want to change the values in the custom apply effect (300, #ffffff) to whatever you for your light source, but it should work. In theory anyway.
No light appears upon equipping armor. But state applies.What's not working? Is the state applying upon equip? You can test this by giving the state an icon and see if that icon shows up on the menu/battle when equipped, and that it disappears when removed. If this part does work, try the following to make sure the apply/remove scripts are firing:
<Custom Apply Effect>
console.log("Armor equipped");
</Custom Apply Effect>
<Custom Remove Effect>
console.log("Armor removed");
</Custom Remove Effect>
Then open your debug console (F10) when the game is running, then try equipping/unequipping the armor. Does it show anything in the debug console?
I think so too. It seems that the plugin does not work with equipment. It can only work with items.Oh, hmm. In that case then yeah, I'd just make usable torch items. That's actually what I did in my game since it lets players keep their preferred equipment and its easier for the developer. Win/win really.
Well, someone must take permission from Terrax at first.Hi guys, somebody is able to take the project of Terrax and continue to modify and improve it? I think that Terrax will not return again here...![]()
// ps.. if my code looks funky, i'm an old guy..
// object orientated programming bugs the hell out of me.
Looool! Poor Terrax xD Oh wow, it would be great if you can rebuild the script in a new way!I'll just say that, on multiple occasions, I've considered picking this plugin up and continuing it myself...until I open it up and look at the code. Let's just say the last bit in the plugin's comment section sums things up nicely:
Needless to say, I'm pretty sure this is why nobody's picked it up yet. If anyone does, I wish them luck, but if not, maybe after I finish my current project, I'll write my own based on this plugin. It really will need to be all new code, though.Code:// ps.. if my code looks funky, i'm an old guy.. // object orientated programming bugs the hell out of me.
(Disclaimer: This is merely a musing, not a commitment)
Yes, i agree.Well, someone must take permission from Terrax at first.
Then there is at least two things that must be improved: optimization (this plugin works hard in the weak computers) and use equipment feature.
I'll just say that, on multiple occasions, I've considered picking this plugin up and continuing it myself...until I open it up and look at the code. Let's just say the last bit in the plugin's comment section sums things up nicely:
Needless to say, I'm pretty sure this is why nobody's picked it up yet. If anyone does, I wish them luck, but if not, maybe after I finish my current project, I'll write my own based on this plugin. It really will need to be all new code, though.Code:// ps.. if my code looks funky, i'm an old guy.. // object orientated programming bugs the hell out of me.
(Disclaimer: This is merely a musing, not a commitment)
Omg thanks I was looking for this since like hours![]()
I have to add light radius 1 as well to get the flashlight to show up.