Understanding Victor's Engine - Light Effects

Discussion in 'RMVX Ace Tutorials' started by DarthVollis, Sep 30, 2016.

  1. DarthVollis

    DarthVollis Moogle Master Veteran

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    With this I am using Victor Engine - Basic Module v1.20

    I recently learned how to use Victor Sant's Light Effects and I thought everyone could use it.

    I only know the Event Light effect at the moment and will post more in the future after I learn them.

    Now for the tutorial.

    Find and download Victor Engine - Basic Module This is a must.

    Then download Victor Engine - Light Effects This is necessary for the lights and comment call to work.

    Place these two new scripts in your scripts below material and above main.

    From Victor's website or somewhere else download the Lights folder. This folder contains all the graphics for the lights. Put this folder in the graphics folder of your game.


    To get the folder of your game simply start the editor with your game and click on the Game tab and click Open Game Folder.

    Go to a map that you want lights in follow these steps.

    1. Create an event. I call this event the control event for later reasons.
    2. Set the event trigger to parallel process. All light events must be set this way if you want them to work in the "background".
    3. In the code of the control event pick "comment".
    4. For me the control event created my shade. Shade is what makes the screen darker.
    5. In the "comment" of step 4 type this:

    <create shade>
    opacity: (0-255) Comma Here. Pick a number in this range. The larger the number the darker the shade.
    blue: (0-255) Pick a number in this range. The larger the number the more "blue" the shade will be. This can be green, blue, or red. This is also optional. I changed my colon to a semi-colon.
    </create shade>

    6. Now you have your shade. You can continue on from here or create another event for your lights.
    7. The lights. For now just going to explain the light events.
    8. Just like the control event, the light event (which can be the control event too) is also set to parallel process.
    9. The comment code is a little more complex than the shade code, but nothing to frown at.
    10. Here is the code:

    <event light>
    id: 50 Comma Here (This is the light event id, not the event id! I started at 50. This may not be what the starting number is but it works for me.) (Every light event on the same map must have different id's. I made mine in a counting order.)
    index: (This is the event id. It can be found in the top left corner of the event. For example, 004 is 4.) Comma Here
    name: (This is the name of the light graphic found in the light folder at Graphics/Lights. For example, "light" or "lantern_down") (All the image names here must be enclosed with quotation marks.) Comma Here
    opacity: (0-255) Pick a number in the range. The larger the number, the brighter the light will be.
    </event light>
     
    #1
  2. Roninator2

    Roninator2 Gamer Veteran

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    Another good note is if anybody runs into the issue I had - text boxes were dark, since they were drawn under the shade. (script compatibility somewhere)


    If you have yanfly ace message script you can use yami pop message script to make the text boxes show for the event and then it will be on top of the shade.


    Worked for me.


    cheers
     
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