MV - Community Lighting MV & MZ

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Started by ImaginaryVillain 1279 posts Page 55 of 64 View original ↗
  1. First off, I'm absolutely loving this plugin, it's doing wonders for my project. Thank you!

    Quick question, is there a way to have more control over the player's light other than the 4 parameters
    listed below? I'd like to add a fire flicker and do some subtle color changes like you can do for event based lighting, but I'm unclear how to attach "<cl: fire 250 #ffffff>" to the player.

    1683803446210.png
  2. Time for question #2,

    Does anyone know why all player lights cast a green glow close to the player when the screen tint is anything other than black or clear (#ffffff)? This happens with all light colors except pure white. I noticed this also was happening with Shora's Lighting mod as well.

    Could it be my tint settings? Or perhaps because I'm using Galv's layering and drawing my backgrounds?

    1683839964412.png
  3. I can't seem to get the flashlight to turn on at all. I've gotten the command to work on events to light up things, but I can't get it to activate on the player.
    I'm using Plugin Command: Flashlight on 8 12 #ffffff
  4. Man o man, I'm really hoping someone can help me get rid of this green stuff. I've done lots of testing and it appears to be something with these lights. I've removed all tinting, all layers, etc... and nothing has helped. Now, when I have the player emitting a light and a torch emitting a light and they get to close to each other, the green glow becomes really bad, like in this picture.

    Any ideas?

    1683864818448.png
  5. I played around with the 'Normal Light Shape' and turned the gradient into square boxes. I found that even if I have 3 different light sources of the same color, as shown here, when they overlap, they become green. Then, if 3 light sources overlap, it becomes a whitish blue.

    Is there a way to make it so if multiple light sources overlap using the exact same hex color, they will remain THAT color?

    1683867737856.png
  6. Hopefully this is my last post on the same issue but I've disabled every plugin I have except Community Lighting and I'm still getting that crazy green inner orb glow thing when 2 or more lights overlap.

    If anyone has any idea on how to prevent the color change when 2 lights collide, I would be eternally grateful.

    1683872013642.png
  7. Aesica said:
    2. Setting it to 0 in the plugin params is the right approach. You just have to add the radius again along with the flashlight (set the radius first, then flashlight. I think that'll work, anyway. it's been awhile)
    This doesn't work on version 4.6 for MZ 1.6.0 and NWJS updated to the latest stable build (0.76.0) Either the radius stays on along with the flashlight beam (setting the radius to zero first) or there is no flashlight (setting flashlight first) regardless of the values entered in the parameters. Community Lighting is the only plugin I am using.
  8. beesbeesbees said:
    I can't seem to get the flashlight to turn on at all. I've gotten the command to work on events to light up things, but I can't get it to activate on the player.
    I'm using Plugin Command: Flashlight on 8 12 #ffffff
    I also just noticed that when I turn on "player light radius" that I don't get any player light. It seems every light option works fine for me except for lights that originate on the player. Is there anything that turns this back on or am I dealing with some kind of plugin conflict?
  9. Is there any way to get this to work with Mog's time system? Mog's plugin tints the screen at certain times which seems to override lighting or something so it doesn't actually show the lights.

    If anyone has gotten these 2 working together, let me know~~
  10. Hey there, I've been trying to figure something out with no luck so I thought I'd ask. I'm trying to get darker nights, I've tried all the dark colors and it seems like what I need would be an opacity option. I know I can use standard rpg maker tinting to add to the darkness but I'm trying to get rid of that from all my maps.

    So what I'm wondering, is there someway to get the tint overlay to be darker. I've tried like #000000, #333333 and a bunch of others but they don't seem to cut it.

    Edit so I found a color of dark blue that is dark enough, it turns out the issue I was having is getting the tint to change on the hour. The individual colors for hours are set but they never seem to update no matter the command I use. I'm mainly trying Tint daylight which seems to set it initially but doesn't update it on the hour.
  11. Any way to use lights in a SV battle?
  12. Hello. I'm using the lite version of this plugin, in MZ, and am having an issue. The tint mask script command:
    $gameSystem.setMaskTint(#999999)
    It returns 'invalid or unexpected token'. if i remove the # it doesn't give the error but it also doesn't change the MaskTint.

    Anyone know how to fix this?
  13. do you use quotes? which I think is needed?

    $gameSystem.setMaskTint("#999999"); ?

    not sure what the helpfile say, but you can try it?
  14. I'll give that a try.

    Edit: I used '#999999' and it worked. Thanks!

    Edit Edit: is there a way to lighten the mask more than #999999?
  15. Hello, I first used the v4.6 for RPG Maker MZ that has been released on github, but there will be problems on the latest RPGMaker MZ. I tested it with a blank project with only one "Community_Lighting_MZ" plug-in, and found that closing the main menu frequently results in a white blinking box in the upper right corner, then I downloaded the Community_Lighting_MZ.js file of the github master branch, the white flashing box disappeared, but the "Daynight Initial Hour" parameter is invalid, I checked both 5.0 and 4.6 Version of the plug-in, found that the 5.0 plug-in has a lot less code, just want to know if this plug-in is still being maintained?
  16. 10theodie10 said:
    Hey guys, I occasionally noticed a weird bug when transferring the player or closing the menu. In the top right corner is a box that gets generated for a split frame. Does anyone know why this happens or how to remove it? I turned off all my other plugins, but it's can't be due to other plugins existing alongside the community lighting plugin. Current plugin version: 4.6 & MZ: 1.5.0

    Thanks!
    View attachment 246021
    Hello, did you solve it, I have the same problem when I use the 4.6 version, a white box will appear for 0.001 seconds when the menu is closed frequently
  17. After I tried to compare the code of the released version 4.6 and the unreleased version 5.0 of the master branch, I found that the flashing white window is actually used to display the time, but it will only appear when the 4.6 version of the plugin closes the menu frequently It will appear, I don't care about the window that displays the time, so I directly annotate part of the code of the following two functions:
    Scene_Map.prototype.createAllWindows = function() { Community.Lighting.Scene_Map_createAllWindows.call(this); //this.createTimeWindow(); }; // Scene_Map.prototype.createTimeWindow = function() // { // this._timeWindow = new Window_TimeOfDay(this.timeWindowRect()); // this.addWindow(this._timeWindow); // };
    I don't know if there are any side effects yet, I hope it can help others.
  18. Hello, I have problems with the day and night cycle. I disabled every other plugin, copied the Plugin from the demo project and the Volcano as start, copied the dark cultist who can switch the time.. and it wont change the light at all... I worked hours with Terrax and this stuff still works, but I thought, ok if this plugin has a day and a night cycle, why not..
    now its driving me nuts..

    I checked the variables, they are fine and time is running but no changes at all at light
    :rtear:

    has anyone a clue why it wont work?
  19. Vaelen Nox said:
    Hello, I have problems with the day and night cycle. I disabled every other plugin, copied the Plugin from the demo project and the Volcano as start, copied the dark cultist who can switch the time.. and it wont change the light at all... I worked hours with Terrax and this stuff still works, but I thought, ok if this plugin has a day and a night cycle, why not..
    now its driving me nuts..

    I checked the variables, they are fine and time is running but no changes at all at light
    :rtear:

    has anyone a clue why it wont work?
    Hi, This plug-in occupies a switch variable. If you want the light to switch with day and night, you need to set the plug-in parameter "Save Night Switch" to a switch variable that you have not used, such as 1, and then put this "<cl: light 250 #ffffff night>" copied to your light event note, the light event should have two event pages, the first page is the image of the light off, the second page is the image of the light on, and the second page of the condition is set to switch 0001 on in the case
  20. Arrose said:
    Hi, This plug-in occupies a switch variable. If you want the light to switch with day and night, you need to set the plug-in parameter "Save Night Switch" to a switch variable that you have not used, such as 1, and then put this "<cl: light 250 #ffffff night>" copied to your light event note, the light event should have two event pages, the first page is the image of the light off, the second page is the image of the light on, and the second page of the condition is set to switch 0001 on in the case

    I know that with the switch, but it doesn't do anything for me. With f9 the values are all correctly set and still no other plugins running and clear map without any events except lightning.

    1689759746800.png

    trying to control the time but it does nothing:

    Pictures
    1689759810311.png

    1689759823379.png

    1689759872751.png

    1689759893607.png
    from the bevavior, I guess I miss something very important which I can't find in the demo. idk why night hours and daynight colors doesn't seem to do anything. Do I have to tint the whole screen?

    from the volcano I know how to do it:
    Picture
    1689760101391.png


    but I don't get it how that work by time variables.. if I need to do everything manually... there must be something I overlook