@ImaginaryVillain @Aesica
I've a little request and i think that it's very useful.
Are you able to add the possibility to turn off and on autoshadow?
I mean, when it's night, it's not good that there are autoshadows of walls to the ground.
It's ugly if you pass with a torch and you can always see a shadow under your feets.
So, i tought: i remember that there is a script of Archeia that disable autoshadows.
But what about to insert this addon inside the Community Light?
Maybe a "turn on" and "turn off" call plugin function, and an automatic turn off when it's night and on when it's day.
What do you think about this? (attached the script dlc of archeia).
MV - Community Lighting MV & MZ
● ARCHIVED · READ-ONLY
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I opened a new issue on github: https://github.com/ImaginaryVillain/community_lights/issues/64
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Once again, I'm sorry for the inconvenience. The answer is probably staring me in the face, but where do I type it? I've tried to type it in in the little note box at the top of the event editor, in script and comment events, and in the note box on the map properties, but none of it is working.You can desactivate the lighting system at will with the 'Light deactivate' plugin command (and active them again with the 'Light activate' one)
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Once again, I'm sorry for the inconvenience. The answer is probably staring me in the face, but where do I type it? I've tried to type it in in the little note box at the top of the event editor, in script and comment events, and in the note box on the map properties, but none of it is working.
As the name says "Plugin Command", you need to use the Call plugin command, near call script. You must insert it into an event and execute it. -
Thanks, I will have a closer look when I have free time.I opened a new issue on github: https://github.com/ImaginaryVillain/community_lights/issues/64
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Thanks, I will have a closer look when I have free time.
Thank you so much friend. Can you read my post 861?? :) -
I tested both the plugin parameter and the plugin command (in MV and MZ), and I didn't had any issue.Thank you so much friend. Can you read my post 861?? :)
Can you be a little more precise about the circumstances you encountered the bug?
About #861, it would be easy to add something like that.
There is already a code who set a switch depending of if the day is night or not.
Should both features be linked, should they be independent? -
I tested both the plugin parameter and the plugin command (in MV and MZ), and I didn't had any issue.
Can you be a little more precise about the circumstances you encountered the bug?
Are you speaking about the issue that i opened on github? It's simple. The player radius doesn't work.
If you see, the light radius on player, normally, play when you start the game. In this case, the screen remain black, even if i use the event for call plugin function. Nothing happens.
In 4.2, instead, even without speaking to the event for execute the function, all works perfectly. The light radius start automatically on the player:
And if i speak with the event, the Light turn into Fire (flickering effect) with the color that i setted.
About #861, it would be easy to add something like that.
There is already a code who set a switch depending of if the day is night or not.
Should both features be linked, should they be independent?
For this, yes, i'm speaking exactly to that switch. I think that maybe you can create a function and permit to the people to enable or disable it.
If we think this to a specific scenary (day or night), maybe when you are in a dungeon and it's day outside, basically the shadows do not disappear.
So maybe it's good to set this parameter not linked and automatically, when there is an active light, shadows disappears. When there are no light, shadows remains.
If a person don't like this, he can turn off this function.
I thought about this because it's very ugly see a shadow of a wall, and have a torch or a light on it. It has no sense :/ What do you think? -
Are you speaking about the issue that i opened on github? It's simple. The player radius doesn't work.
View attachment 217161
View attachment 217162View attachment 217163
View attachment 217164
If you see, the light radius on player, normally, play when you start the game. In this case, the screen remain black, even if i use the event for call plugin function. Nothing happens.
In 4.2, instead, even without speaking to the event for execute the function, all works perfectly. The light radius start automatically on the player:
View attachment 217165
And if i speak with the event, the Light turn into Fire (flickering effect) with the color that i setted.
View attachment 217166
For this, yes, i'm speaking exactly to that switch. I think that maybe you can create a function and permit to the people to enable or disable it.
If we think this to a specific scenary (day or night), maybe when you are in a dungeon and it's day outside, basically the shadows do not disappear.
So maybe it's good to set this parameter not linked and automatically, when there is an active light, shadows disappears. When there are no light, shadows remains.
If a person don't like this, he can turn off this function.
I thought about this because it's very ugly see a shadow of a wall, and have a torch or a light on it. It has no sense :/ What do you think?
About the bug:
I made the exact same test as you described, and I couldn't replicate the bug.
There is definitively something weird going on.
Questions: is there any errors in the console? Is it the last version on Github?
About the feature:
I will implement it like you described when I got the time (probably this week-end). -
I've noticed events using torch lights facing a direction and then changing event location but facing a new direction doesn't adjust the torch light position until they move or commanded to face up via the move route command, could we get this fixed in the next update?
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About the bug:
I made the exact same test as you described, and I couldn't replicate the bug.
There is definitively something weird going on.
Questions: is there any errors in the console? Is it the last version on Github?
About the feature:
I will implement it like you described when I got the time (probably this week-end).
It's very strange, it's the latest version from github, yes (see it on the first screen). On a new project..
No error on the console.
I'm using the latest version of NWJS. Maybe it could be that version? Can you test it with the new version of NWJS? -
When you say the latest version, which number it exactly is? (It's very strange, it's the latest version from github, yes (see it on the first screen). On a new project..
No error on the console.
I'm using the latest version of NWJS. Maybe it could be that version? Can you test it with the new version of NWJS?process.versionsin the console to see it) -
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I've noticed events using torch lights facing a direction and then changing event location but facing a new direction doesn't adjust the torch light position until they move or commanded to face up via the move route command, could we get this fixed in the next update?
I will look for it.
@Alexandre I saw that now there is the 0.61.0. I'm using 0.60.0.
Here the details:
View attachment 217252
Ok, I will make the test with that version when I got the occasion. -
Hello i have some questions, if i use this: night switch which, if assigned to a switch, will set to true during night or false during day, i can create an event that changes the actual bgm to another one depending if its day or night? I can use this to create an enemy symbol event that changes its map sprite and battle processing to diferents pages depending if its day or night? and how i can configure a switch to regonize if its day or night in the map?
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If you set the night switch in the plugin paramters you can then set it in the event pages as you would any other switch. The night switch is automatically switched to ON during the night hours, then turned OFF during the day. So:Hello i have some questions, if i use this: night switch which, if assigned to a switch, will set to true during night or false during day, i can create an event that changes the actual bgm to another one depending if its day or night? I can use this to create an enemy symbol event that changes its map sprite and battle processing to diferents pages depending if its day or night? and how i can configure a switch to regonize if its day or night in the map?
Page 1 (no conditions set)
- Do some stuff during the day
Page 2 (Night Switch ON)
- Do some stuff during the night -
Ok, thanks for solving my doubts, i'm glad that i will be able to use the night switch in this way : )
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I've noticed events using torch lights facing a direction and then changing event location but facing a new direction doesn't adjust the torch light position until they move or commanded to face up via the move route command, could we get this fixed in the next update?
Sorry, but I couldn't reproduce the issue. Could you provide an exemple of the bug occuring?
EDIT: @DarkSearinox92 I tested with nw.js version 60, and I couldn't reproduce the issue with the player light. (It is MZ here, but same result for MV). I implemented the autoshadow change however. -
Sorry, but I couldn't reproduce the issue. Could you provide an exemple of the bug occuring?
Isn't that the old issue where lights are slow to update their positions along with events set to "Fixed" type movement? If so, I recall that being less of a bug and more of an optimization design choice.
He just needs to set the movement type to "Custom" (with no actual movement routes set) and it should update just fine. -
I'm on the fence about this, but in the meantime, you can probably disable them by making a new plugin with this as the contents:@ImaginaryVillain @Aesica
I've a little request and i think that it's very useful.
Are you able to add the possibility to turn off and on autoshadow?
Code:Tilemap.prototype._addShadow = function(){};