Hi everyone,
I'm currently using @qiujiu plugin QJ Bullet to manage projectiles in my custom abs on rmmz, and I'm trying to
attach a light source to them using @Shora Lighting plugin.
In the old version of my project I used chrono engine so It was easy cause the projectiles were spawned events so I just had to place the light comment in them, but for QJ Bullet It is created directly in script commands.
Also it seem that QJ Bullet is compatible with QJ light, but It doesn't work in my project and I'm already using a lot of Shora's possibilities.
Is there a way to add a Shora light via script or maybe to spawn an event (with the light in It) that follow the projectile ?
I've found this documentation on QJ Bullet scripts if it can help (didn't find a way myself yet):
https://qiujiu-9.github.io/?file=002-English/02-QJ-MapProjectileMZ/01-Base Note
Thanks a lot !
MZ - Attach a light to projectiles - using QJ Bullet Plugin and Shora Lighting
● ARCHIVED · READ-ONLY
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Although it is better for the author to reply, but it is documented there's a moveJS attribute if you use the Shoot command.
https://qiujiu-9.github.io/?file=002-English/02-QJ-MapProjectileMZ/04-QJ.MPMZ.Shoot/13-moveJS
So I assume you can spawn an event, and use the move js to update the position of the event's _realX and _realY properties.
Although if you spawn multiple projectile it would be tricky to do so. -
Yes but from what I understand It's more for spawning another projectile from the first one rather than spawn an event that will follow the trajectory of the projectile, so I didn't find how to attach a light to it.Although it is better for the author to reply, but it is documented there's a moveJS attribute if you use the Shoot command.
https://qiujiu-9.github.io/?file=002-English/02-QJ-MapProjectileMZ/04-QJ.MPMZ.Shoot/13-moveJS
So I assume you can spawn an event, and use the move js to update the position of the event's _realX and _realY properties.
Although if you spawn multiple projectile it would be tricky to do so. -
you can concat me on discord.
my discord: qiujiu
discord group: https://discord.gg/VjAdEaJD
My suggestion for this issue is to use my lighting plugin, as QJ-Lightning and QJ-MapProjectile can work together very well.
But I also know that the English version of my lighting plugin has not been updated for a long time, so it may be difficult for you to use it.
Binding shora`s lighting to projectiles in my projectile plugin is more difficult than do it in shora`s lightning plugin, so it's better for @Shora to make the modifications.
I add some interesting function for QJ-MapProjectile such as lightning and filter in the past two years.
But because I am not a professional program and my English is not good, the wiki for the plugin are not very complete and there is a lack of demo.
I hope you can add me on discord and introduce your game so that I can provide you with more help. -
Thank u for your answer !
I did tried with QJ lightning but sadly it doesn't seem compatible with my game
screenshot
It works only if I delete this line
Code:mathPointer.min(mathPointer.max(mathPointer.round(x/48),0),$gameMap.width()-1)][
Also I think that the version of QJ-MapProjectile isn't yet updated on ich.io ?
It's 2.0 on it but I'm using the 2.5 from project blue I think
Is the QJ-Lightning on itch the last updated version ? (2.0) -
download here:Thank u for your answer !
I did tried with QJ lightning but sadly it doesn't seem compatible with my game
screenshotthis was because I use pixi 6 version
View attachment 324388
but this is with the standard pixi version
View attachment 324395
It works only if I delete this line
Code:mathPointer.min(mathPointer.max(mathPointer.round(x/48),0),$gameMap.width()-1)][
Also I think that the version of QJ-MapProjectile isn't yet updated on ich.io ?
It's 2.0 on it but I'm using the 2.5 from project blue I think
Is the QJ-Lightning on itch the last updated version ? (2.0)
itch
There are all my newest RMMZ plugins which were written by me previously in project.
QJ-Lighting:V3.0.4
QJ-MapProjectileMZ.js:V3.7.8
I have only six months left before graduating from college, so I am quite busy and can only hastily complete this project.
I haven't updated the wiki of QJ-MapProjectile yet, please wait a little longer.
There is some interesting effect about projectiles.
I`m busy with the new plugins about RMMZ:
jz
Regarding the error, I need you to send the project to me or create a demo that can reproduce the problem. -
thanks ! but it seems like the link is deaddownload here:
itch
There are all my newest RMMZ plugins which were written by me previously in project.
QJ-Lighting:V3.0.4
QJ-MapProjectileMZ.js:V3.7.8
I have only six months left before graduating from college, so I am quite busy and can only hastily complete this project.
I haven't updated the wiki of QJ-MapProjectile yet, please wait a little longer.
There is some interesting effect about projectiles.
I`m busy with the new plugins about RMMZ:
jz
Regarding the error, I need you to send the project to me or create a demo that can reproduce the problem.
https://qiujiu.itch.io/qj-mzplugin
screenshot
for the compatibility problem I will try first with the newest version before sending it to you to be sure but thanks too ! -
you can open url now.thanks ! but it seems like the link is dead
https://qiujiu.itch.io/qj-mzplugin
screenshot
for the compatibility problem I will try first with the newest version before sending it to you to be sure but thanks too !
I haven't used itch for a long time. -
thank u!you can open url now.
I haven't used itch for a long time. -
The wiki has also been updated.thank u!
Because the wiki is too complex, I use machine translation.
If you have any questions, please feel free to ask me in the Discord group mentioned above. -
Thanks a lot for this !The wiki has also been updated.
Because the wiki is too complex, I use machine translation.
If you have any questions, please feel free to ask me in the Discord group mentioned above.
Everything work fine with the newer versions, I didn't needed to edit any code and managed to attach light without spawning events (I made it work with shora but It was complicated to manage and delete light at the impact)
Also the new bullets effects are great thank you, I'm gonna check the updated wiki.
I remade my lightening system with QJ-Lighting without problem except for one thing, Is there a way to change the tint progressively even when changing maps ?
I'm using a custom time system day-night cycle and when I apply this "QJ.LL.tint("700","#6666ff")"
it works but if a change map during the transition it goes directly to the tint (breaking the transition effect).
With Shora I used this command and the transition didn't stop with map changing, maybe cause it's a plugin command and not a script call ?
screenshot
But even with the inbuild QJlight time system it seems to cut transitions when changing maps -
I repair and you can re-download QJLight on itch!Thanks a lot for this !
Everything work fine with the newer versions, I didn't needed to edit any code and managed to attach light without spawning events (I made it work with shora but It was complicated to manage and delete light at the impact)
Also the new bullets effects are great thank you, I'm gonna check the updated wiki.
I remade my lightening system with QJ-Lighting without problem except for one thing, Is there a way to change the tint progressively even when changing maps ?
I'm using a custom time system day-night cycle and when I apply this "QJ.LL.tint("700","#6666ff")"
it works but if a change map during the transition it goes directly to the tint (breaking the transition effect).
With Shora I used this command and the transition didn't stop with map changing, maybe cause it's a plugin command and not a script call ?
screenshot
But even with the inbuild QJlight time system it seems to cut transitions when changing maps
Wish you can support my JZ Plugin when it`s released. -
thank u! I will support with pleasureI repair and you can re-download QJLight on itch!
Wish you can support my JZ Plugin when it`s released.
So now everything works even the transitions between maps, but I noticed something,
the light filter doesn't seems on the same z value than shora's one so it covers other elements too like "BMSP map fog filter" or make "Mog Treasure pop up" it difficult to read :
screenshothere in shora (the mog typo is clear and the BMSP light is applied after the light filter) :
and here with QJ lights (the mog typo and the BMSP fog are darken under the QJ light filter) :
Edit* I tried just too see with community lightning and it seems his z value is right in between shora's one and yours, the light layer cover the BMSP fog but doesn't cover the mog treasure text :
(maybe the best z value of the 3 screenshots)
Is there a way to configure the z value of the light screen even in the script itself ?
(I saw there's the option available for the player shadow but not the tint screen)
Also when using <QJLL:fire> comment in two event pages, the light flicker when changing pages with a self switch, any way to keep the light consistent between event pages changes ?
(for using a light on an enemy or trap using custom abs system, I had the same problem with shora's but I find a fix with an edit, don't really remember how)
thanks again really for all the help and time -
I repair and you can re-download QJLight on itch.thank u! I will support with pleasure
So now everything works even the transitions between maps, but I noticed something,
the light filter doesn't seems on the same z value than shora's one so it covers other elements too like "BMSP map fog filter" or make "Mog Treasure pop up" it difficult to read :
screenshothere in shora (the mog typo is clear and the BMSP light is applied after the light filter) :
View attachment 324565
and here with QJ lights (the mog typo and the BMSP fog are darken under the QJ light filter) :
View attachment 324566
Edit* I tried just too see with community lightning and it seems his z value is right in between shora's one and yours, the light layer cover the BMSP fog but doesn't cover the mog treasure text :
(maybe the best z value of the 3 screenshots)
View attachment 324568
Is there a way to configure the z value of the light screen even in the script itself ?
(I saw there's the option available for the player shadow but not the tint screen)
Also when using <QJLL:fire> comment in two event pages, the light flicker when changing pages with a self switch, any way to keep the light consistent between event pages changes ?
(for using a light on an enemy or trap using custom abs system, I had the same problem with shora's but I find a fix with an edit, don't really remember how)
thanks again really for all the help and time
You can change z of light layer there:
You can change z of light layer same as community`s or shora`s light plugin.
And light of event will not flicker when event`s page changes. -
Hi, shora here!
The idea of binding position to light is a neat idea, and I remember developed a variant of that like 1 year ago (along with static light for custom light that not using event). But since there low demand for this feature (actually I don't ever seen a comment that suggest this), I kind of place them aside. If you want this feature, you could make a suggestion in the main post, I would appeciate to hear it! -
I repair and you can re-download QJLight on itch.
You can change z of light layer there:
View attachment 324592
You can change z of light layer same as community`s or shora`s light plugin.
And light of event will not flicker when event`s page changes.
thanks again a lot, the event`s page changes light flicker fix works great, and the community layer too (mog typo is clear)
but the (same as shora) z to 10 doesn't seems to work, it render the same as the community layer with BMSP map fog under the QJ light layer (in shora it display light under both mog and BMSP), and when testing to set z to 9 the light seems under the tileset layer to it doesn't render the light effects at all.
Also do u know if the QJ lightning + last QJ bullet version are more resources expansive than shora's one and previous QJ bullet ?
I dont use shadow player options but It seems like I have more fps drops with it than my previous build with shora 1.9.5 and the old QJ bullet plugin version (I tried with both pixi 6.5.2 my current, and original pixi 5.3.12)
I really love this plugin and the compatibility possibilities with the QJ bullet one but I'm scared It would lower the performance.
Does QJ-WindowFPSRepairMZ improve performance ?
And an unrelated question, I saw this file 'mapItemGridBackGround' in the system img file of your demo project :
Is this part of another public made plugin of yours or from another dev, or juste private usage ?screenshot
I'm searching a way to use items on map (like I did with MKR_MapItemSlot on mv but not compatible with mz) for my currentmz build but the only options I've found are tied to full abs systems were I use a custom one and only need the map items slots option, so I was intrigued.
thanks again
thanks a lot for your answer, I will post the suggestion. I made it work using Event respawn but the light wasn't bind to the projectile, juste send at the same speed to create the illusion of it, so it doesn't work for other projectiles than straight lines and it is more difficult to control and delete lights.Hi, shora here!
The idea of binding position to light is a neat idea, and I remember developed a variant of that like 1 year ago (along with static light for custom light that not using event). But since there low demand for this feature (actually I don't ever seen a comment that suggest this), I kind of place them aside. If you want this feature, you could make a suggestion in the main post, I would appeciate to hear it! -
Wish you can send your project to me then I can solve the problem of light layer`z and performance.thanks again a lot, the event`s page changes light flicker fix works great, and the community layer too (mog typo is clear)
but the (same as shora) z to 10 doesn't seems to work, it render the same as the community layer with BMSP map fog under the QJ light layer (in shora it display light under both mog and BMSP), and when testing to set z to 9 the light seems under the tileset layer to it doesn't render the light effects at all.
Also do u know if the QJ lightning + last QJ bullet version are more resources expansive than shora's one and previous QJ bullet ?
I dont use shadow player options but It seems like I have more fps drops with it than my previous build with shora 1.9.5 and the old QJ bullet plugin version (I tried with both pixi 6.5.2 my current, and original pixi 5.3.12)
I really love this plugin and the compatibility possibilities with the QJ bullet one but I'm scared It would lower the performance.
Does QJ-WindowFPSRepairMZ improve performance ?
And an unrelated question, I saw this file 'mapItemGridBackGround' in the system img file of your demo project :
Is this part of another public made plugin of yours or from another dev, or juste private usage ?screenshot
I'm searching a way to use items on map (like I did with MKR_MapItemSlot on mv but not compatible with mz) for my currentmz build but the only options I've found are tied to full abs systems were I use a custom one and only need the map items slots option, so I was intrigued.
thanks again
thanks a lot for your answer, I will post the suggestion. I made it work using Event respawn but the light wasn't bind to the projectile, juste send at the same speed to create the illusion of it, so it doesn't work for other projectiles than straight lines and it is more difficult to control and delete lights.
The picture is made by me for my abandoned game and I don't have any available plugins to provide.
In terms of effect, I suggest you use my lighting plugin because you can also treat the projectile itself as a light to display and the visual effect will be great.
Consider binding minLight(light:{minLightId:"xxx"}) to projectile instead of normal light(light:{lightId:"xxx"}) to improve performance.
But I may not be able to improve the performance. It`s better that Shora can help you to bind her light to my projectile.Remember to tell Shora the download link of the latest projectile plugin.
I am busy with the new JZ plugin, so I don't have time to do more things.