MV - Community Lighting MV & MZ

● ARCHIVED · READ-ONLY
Started by ImaginaryVillain 1279 posts Page 45 of 64 View original ↗
  1. Aesica said:
    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:

    Code:
    Tilemap.prototype._addShadow = function(){};
    @Aesica I already implemented it. EDIT: It wasn't on Github yet (merge conflict + precrastination), but now the mr is live.
  2. Sorry to get back slowly on this, it's a bit tricky to visually demonstrate it but my events in question require movement commands in the command window rather than autonomous, the reason being is they have multiple choice routes.

    This is the event's page:

    Code:
    ◆Set Movement Route:This Event (Wait)
    :                  :◇Turn Up
    ◆Wait:120 frames
    ◆Set Movement Route:This Event (Wait)
    :                  :◇Turn Up
    :                  :◇Through ON
    :                  :◇Transparent ON
    ◆Wait:100 frames
    ◆Script:this._carShown = Math.floor(Math.random() * 2) + 1;
    ◆Comment:[ CAR IS REVEALED ]
    ◆If:Script:this._carShown === 1
      ◆Set Event Location:This Event, (4,28) (Direction: Up)
      ◆Script:thisEvent = $gameMap.event(this._eventId);
      :      :thisEvent._randomlyChosenCharacterName = "Car" + (Math.floor(Math.random() * 8) + 1);
      :      :thisEvent._randomlyChosenCharacterIndex = Math.floor(Math.random() * 8);
      :      :thisEvent.setImage(thisEvent._randomlyChosenCharacterName, thisEvent._randomlyChosenCharacterIndex);
      ◆Set Movement Route:This Event (Wait)
      :                  :◇Through OFF
      :                  :◇Opacity:0
      :                  :◇Transparent OFF
      :                  :◇Opacity:50
      :                  :◇Wait:1 frame
      :                  :◇Opacity:100
      :                  :◇Wait:1 frame
      :                  :◇Opacity:150
      :                  :◇Wait:1 frame
      :                  :◇Opacity:200
      :                  :◇Wait:1 frame
      :                  :◇Opacity:255
      ◆Set Movement Route:This Event (Wait)
      :                  :◇Script:SirL.MPdEST.trigger(this, "['Traffic Light'].includes($dataMap.events[event._eventId].name) && !selfSwitches['B']",{},[0],{"A":true})
      :                  :◇Speed:4
      :                  :◇Script:SirL.MPRepeatNext.move(this, 7)
      :                  :◇Move Up
      :                  :◇Speed:3
      :                  :◇Script:SirL.MPRepeatNext.move(this, 3)
      :                  :◇Move Up
      :                  :◇Speed:4
      :                  :◇Script:SirL.MPRepeatNext.move(this, 5)
      :                  :◇Move Up
      :                  :◇Move Upper Right
      :                  :◇Script:SirL.MPRepeatNext.move(this, 43)
      :                  :◇Move Right
      ◆Set Movement Route:This Event (Wait)
      :                  :◇Opacity:200
      :                  :◇Wait:1 frame
      :                  :◇Opacity:150
      :                  :◇Wait:1 frame
      :                  :◇Opacity:100
      :                  :◇Wait:1 frame
      :                  :◇Opacity:50
      :                  :◇Transparent ON
      ◆Set Event Location:This Event, (44,28) (Direction: Up)
      ◆
    :End
    ◆Comment:[ CAR IS NOT REVEALED FOLLOWING DELAYED LOOP]
    ◆If:Script:this._carShown === 2
      ◆Set Event Location:This Event, (44,28) (Direction: Up)
      ◆Set Movement Route:This Event (Wait)
      :                  :◇Turn Up
      ◆Wait:100 frames
      ◆
    :End

    This is the result:


    By all accounts, the light should be updating the moment a move route command is issued (face up)
    but for whatever reason I can't figure out why it updates a few steps in? It might be because the move route is using a script to condense commands but I want to find out the imput here.

    Thanks for your concern.


    *EDIT*
    Checked with a few tests with Sirlegna (the one behind the move route script) we can verify it's nothing to do with these*

    My version is 4.2 btw.
  3. Skurge said:
    Sorry to get back slowly on this, it's a bit tricky to visually demonstrate it but my events in question require movement commands in the command window rather than autonomous, the reason being is they have multiple choice routes.

    This is the event's page:

    Code:
    ◆Set Movement Route:This Event (Wait)
    :                  :◇Turn Up
    ◆Wait:120 frames
    ◆Set Movement Route:This Event (Wait)
    :                  :◇Turn Up
    :                  :◇Through ON
    :                  :◇Transparent ON
    ◆Wait:100 frames
    ◆Script:this._carShown = Math.floor(Math.random() * 2) + 1;
    ◆Comment:[ CAR IS REVEALED ]
    ◆If:Script:this._carShown === 1
      ◆Set Event Location:This Event, (4,28) (Direction: Up)
      ◆Script:thisEvent = $gameMap.event(this._eventId);
      :      :thisEvent._randomlyChosenCharacterName = "Car" + (Math.floor(Math.random() * 8) + 1);
      :      :thisEvent._randomlyChosenCharacterIndex = Math.floor(Math.random() * 8);
      :      :thisEvent.setImage(thisEvent._randomlyChosenCharacterName, thisEvent._randomlyChosenCharacterIndex);
      ◆Set Movement Route:This Event (Wait)
      :                  :◇Through OFF
      :                  :◇Opacity:0
      :                  :◇Transparent OFF
      :                  :◇Opacity:50
      :                  :◇Wait:1 frame
      :                  :◇Opacity:100
      :                  :◇Wait:1 frame
      :                  :◇Opacity:150
      :                  :◇Wait:1 frame
      :                  :◇Opacity:200
      :                  :◇Wait:1 frame
      :                  :◇Opacity:255
      ◆Set Movement Route:This Event (Wait)
      :                  :◇Script:SirL.MPdEST.trigger(this, "['Traffic Light'].includes($dataMap.events[event._eventId].name) && !selfSwitches['B']",{},[0],{"A":true})
      :                  :◇Speed:4
      :                  :◇Script:SirL.MPRepeatNext.move(this, 7)
      :                  :◇Move Up
      :                  :◇Speed:3
      :                  :◇Script:SirL.MPRepeatNext.move(this, 3)
      :                  :◇Move Up
      :                  :◇Speed:4
      :                  :◇Script:SirL.MPRepeatNext.move(this, 5)
      :                  :◇Move Up
      :                  :◇Move Upper Right
      :                  :◇Script:SirL.MPRepeatNext.move(this, 43)
      :                  :◇Move Right
      ◆Set Movement Route:This Event (Wait)
      :                  :◇Opacity:200
      :                  :◇Wait:1 frame
      :                  :◇Opacity:150
      :                  :◇Wait:1 frame
      :                  :◇Opacity:100
      :                  :◇Wait:1 frame
      :                  :◇Opacity:50
      :                  :◇Transparent ON
      ◆Set Event Location:This Event, (44,28) (Direction: Up)
      ◆
    :End
    ◆Comment:[ CAR IS NOT REVEALED FOLLOWING DELAYED LOOP]
    ◆If:Script:this._carShown === 2
      ◆Set Event Location:This Event, (44,28) (Direction: Up)
      ◆Set Movement Route:This Event (Wait)
      :                  :◇Turn Up
      ◆Wait:100 frames
      ◆
    :End

    This is the result:


    By all accounts, the light should be updating the moment a move route command is issued (face up)
    but for whatever reason I can't figure out why it updates a few steps in? It might be because the move route is using a script to condense commands but I want to find out the imput here.

    Thanks for your concern.


    *EDIT*
    Checked with a few tests with Sirlegna (the one behind the move route script) we can verify it's nothing to do with these*

    My version is 4.2 btw.

    Are your events set to "Fixed" movement, and are being moved by something else like a parallel process? If so, change their move type to "Custom"
  4. OK that seems to fix the issue i'm having, thanks! :)
    My question is why does that need to be turned to custom in the first place? I figured the light would be facing the characters direction the instance it changes.
  5. Alexandre said:
    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.View attachment 217698
    What the hell, it's not possible... So if you implemented the autoshadow in this version, i will face the problem about the Radius Light. And i don't understand why.
    Maybe i can provide to you the blank test project that i have and you can try to play directly my project. However, it's very strange because it's so damn simple and the project is blank... with only yanfly core.
    If you updated it adding the autoshadow disabled when night switch is on, i definitively need to understand why it give me this joke.

    Aesica said:
    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:

    Code:
    Tilemap.prototype._addShadow = function(){};

    Alexandre provided to add this function.
    However, if i create your plugin, i think that the function that you provided, will completely disable the autoshadow... (is it right? I can't try it now, i'm at office).

    This is not what i raccomendend.
    Basically, when it's night, you will always see autoshadow, and it's not really good to see, because... if you have a tint for night (not full black, just the standard one), you will always see autoshadow. How is it possible? There are no lights, so basically you CAN'T see that shadows in the dark xD So i thought that it will be more "natural" disable autoshadow when night switch is on. And of course add the possibility to the player to chose if you want this addon or not, simple enable or disable it in the plugin.

    Basically this is what i thought.



    But now i need to definitively understand WHY the radius doesn't work anymore with the new version provided, and why with the old version it works perfectly..

    Alexandre says that it works, in MZ and in MV, and now i'm very confused.

    I will try more test and i will add here the project that i'm using, maybe i will create a new project again, with yanfly core and without yanfly core, for test it better again...

    DAMN...
  6. DarkSearinox92 said:
    What the hell, it's not possible... So if you implemented the autoshadow in this version, i will face the problem about the Radius Light. And i don't understand why.
    Maybe i can provide to you the blank test project that i have and you can try to play directly my project. However, it's very strange because it's so damn simple and the project is blank... with only yanfly core.
    If you updated it adding the autoshadow disabled when night switch is on, i definitively need to understand why it give me this joke.

    Yup, please do. A blank project showing the bug (and with the code of 4.2 you are using where the bug isn't present) would help out understand what's going wrong.
    DarkSearinox92 said:
    Alexandre provided to add this function.
    However, if i create your plugin, i think that the function that you provided, will completely disable the autoshadow... (is it right? I can't try it now, i'm at office).
    It will. The code Aesica showed you is the same as the 'no auto-shadow' plugin.

    PS: Did you placed the Yanfly Core above or under Community Lighting?
  7. Alexandre said:
    Yup, please do. A blank project showing the bug (and with the code of 4.2 you are using where the bug isn't present) would help out understand what's going wrong.

    It will. The code Aesica showed you is the same as the 'no auto-shadow' plugin.

    PS: Did you placed the Yanfly Core above or under Community Lighting?

    So it's not what we are trying to do. (no auto-shadow).

    Yes, i placed the yanfly core above the community lighting, of course.

    I will zip the blank project with minimal rtp, for you, this evening :) Now here it's 11:20. I will send it.

    Thank you very much for your effort, really <3
  8. How can i apply this amazing plugin only in certain maps?
  9. I may be stupid and missing something someone posted earlier because this has been an ongoing issue for me for a while, but for some reason the battle tinting, though it previously worked with my project, now only tints a small square of the battle window, regardless of if the tinting is due to the DayNight cycle or otherwise. It doesn't display tinting at all if set to "Between Background and Battlers". The plugin otherwise seems to work flawlessly, so this is very frustrating. The only other plugins I have installed are some of the VisuStella 8 wave bundle plugins. Using RPG Maker MZ by the way. 66e64a1640bb2a59d610bd1b69c398b7.png
  10. ilansas said:
    How can i apply this amazing plugin only in certain maps?
    Create a parallel event who activate/desactivate the plugin with plugin commands on the concerned maps.
  11. Nedoxu said:
    I may be stupid and missing something someone posted earlier because this has been an ongoing issue for me for a while, but for some reason the battle tinting, though it previously worked with my project, now only tints a small square of the battle window, regardless of if the tinting is due to the DayNight cycle or otherwise. It doesn't display tinting at all if set to "Between Background and Battlers". The plugin otherwise seems to work flawlessly, so this is very frustrating. The only other plugins I have installed are some of the VisuStella 8 wave bundle plugins. Using RPG Maker MZ by the way.66e64a1640bb2a59d610bd1b69c398b7.png
    There was indeed a problem with the MZ version and the 'Between' case, I just added a pull request with this fix.
    However, the offset wasn't as huge as in your screenshot, so I would imagine there may be some incompatibilities with whatever visu-plugin you installed.
  12. Hi, the demo doesn't seem to work. I started a fresh game and my screen isn't showing any lighting effects (see below).

    I checked that the plugin was ON and I'm running the latest version of MV (1.6.2), so I'm not sure what else could be the issue?

    edit: I threw the plugin in my game and still no dice. It's weird since I've been using TerraxLighting 1.5.1 with no problems so far.

    1646603748396.png
  13. sb~ said:
    Hi, the demo doesn't seem to work. I started a fresh game and my screen isn't showing any lighting effects (see below).

    I checked that the plugin was ON and I'm running the latest version of MV (1.6.2), so I'm not sure what else could be the issue?

    edit: I threw the plugin in my game and still no dice. It's weird since I've been using TerraxLighting 1.5.1 with no problems so far.

    Can confirm; I just downloaded the MV demo project to test and had the same results. I use the equivalent on my MZ project, so I know at least roughly how it's supposed to work, but I couldn't get it going in MV. Sorry, I know that doesn't help the problem, but it sounds like there's a good chance you're not doing anything wrong (unless we both are?).
  14. DarkSearinox92 said:
    what we are trying to do. (no auto-shadow).

    Yes, i placed the yanfly core above the community lighting, of course.

    I will zip the blank project with minimal rtp,

    sb~ said:
    Hi, the demo doesn't seem to work. I started a fresh game and my screen isn't showing any lighting effects (see below).

    I checked that the plugin was ON and I'm running the latest version of MV (1.6.2), so I'm not sure what else could be the issue?

    edit: I threw the plugin in my game and still no dice. It's weird since I've been using TerraxLighting 1.5.1 with no problems so far.

    View attachment 218640

    schvanckque said:
    Can confirm; I just downloaded the MV demo project to test and had the same results. I use the equivalent on my MZ project, so I know at least roughly how it's supposed to work, but I couldn't get it going in MV. Sorry, I know that doesn't help the problem, but it sounds like there's a good chance you're not doing anything wrong (unless we both are?).

    I just downloaded the demo for mv (latest, release 4.4), and it worked as I expected.
    Are you sure you downloaded the latest one, and the one matching your version of rpg maker?
  15. Alexandre said:
    I just downloaded the demo for mv (latest, release 4.4), and it worked as I expected.
    Are you sure you downloaded the latest one, and the one matching your version of rpg maker?
    Hmm I downloaded it from the GitHub link on the first page. The plugin there was actually version 4.5.1.

    Is there another place to download it? Maybe we aren't using the latest stable release?

    edit: Ah got it to work by downloading the correct release (4.4) which is located on the right side of the GitHub page under Releases. GitHub's layout always confuses me... @schvanckque
    Not sure if this also solved your problem @DarkSearinox92 ?
  16. sb~ said:
    Hmm I downloaded it from the GitHub link on the first page. The plugin there was actually version 4.5.1.

    Is there another place to download it? Maybe we aren't using the latest stable release?

    edit: Ah got it to work by downloading the correct release (4.4) which is located on the right side of the GitHub page under Releases. GitHub's layout always confuses me... @schvanckque
    Not sure if this also solved your problem @DarkSearinox92 ?
    4.5.1 should be working, too.
    Did you follow the download instructions? (Otherwise, you may download an html page rather than the actual plugin.)
  17. sb~ said:
    edit: Ah got it to work by downloading the correct release (4.4) which is located on the right side of the GitHub page under Releases. GitHub's layout always confuses me... @schvanckque
    Not sure if this also solved your problem @DarkSearinox92 ?
    Yeah, I definitely did the same thing, so there's the problem. Glad you got it working!
  18. Alexandre said:
    4.5.1 should be working, too.
    Did you follow the download instructions? (Otherwise, you may download an html page rather than the actual plugin.)
    I downloaded a zipped file called community-lights_master with both the MV and MZ demos in it, so I believe it was the right one. Given that schwanckque and I couldn't get 4.5.1 working but have no problems with 4.4, I would guess that there's something missing with the latest version.
  19. sb~ said:
    I downloaded a zipped file called community-lights_master with both the MV and MZ demos in it, so I believe it was the right one. Given that schwanckque and I couldn't get 4.5.1 working but have no problems with 4.4, I would guess that there's something missing with the latest version.

    I manage to reproduce the error, there is something weird with the version number, I will push a fix soon.
  20. Alexandre said:
    Yup, please do. A blank project showing the bug (and with the code of 4.2 you are using where the bug isn't present) would help out understand what's going wrong.

    It will. The code Aesica showed you is the same as the 'no auto-shadow' plugin.

    PS: Did you placed the Yanfly Core above or under Community Lighting?

    Hey friend, i found the damn bug. If you set the Player Radius <100, the raidus stop to work! That's the problem :(