MV - Community Lighting MV & MZ

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Started by ImaginaryVillain 1279 posts Page 56 of 64 View original ↗
  1. Vaelen Nox said:
    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.

    View attachment 269963

    trying to control the time but it does nothing:

    Pictures
    View attachment 269965

    View attachment 269966

    View attachment 269967

    View attachment 269968
    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
    View attachment 269969


    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
    Hi, did you add "<cl: daynight>" to your map's notes ? Which version of the code are you using?The "Save Night Switch" switch should be toggled automatically, no need for you to set it.
  2. Arrose said:
    Hi, did you add "<cl: daynight>" to your map's notes ? Which version of the code are you using?The "Save Night Switch" switch should be toggled automatically, no need for you to set it.

    No I hadn't. I tried it now, the night switch switched at 7am to off.. but everything keeps dark:

    1689799193577.png

    I'm using 1.7.0 core scripts and Community Lighting at v4.6.


    added set tint:
    1689799834110.png

    this little mage has this tag, the light switches off at 7am too.. so the basic stuff works.. but the auto tint doesnt work

    <cl: light 250 #ffffff night>
    1689799923841.png

    Night Hours:
    0, 1, 2, 3, 4, 5, 6, 19, 20, 21, 22, 23
    1689799945142.png


    Edit: sorry.. I found the problem.. in to the map note not event note.. I knew it has to be some simple epic fail.. thanks for the help.. ^^ I need a vacation..
  3. Vaelen Nox said:
    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.

    View attachment 269963

    trying to control the time but it does nothing:

    Pictures
    View attachment 269965

    View attachment 269966

    View attachment 269967

    View attachment 269968
    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
    View attachment 269969


    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
    You control the time with plugin commands. The switches and variables are meant to be read-only.
  4. Hey, how can I set an id for a light? In the help file, it shows it as:

    light 250 #ffffff on asdf

    but when I do it, it doesn't work, and breaks the whole light. It stops working because of "on" and "asdf" (or any other id) But I'm unsure why these two things are actually breaking it, since it was in the help file. Help is appreciated

    Edit: I realized the issue wasnt the ID, but instead "on" but now I don't know how to make the light start turned on.
  5. Hello everyone!

    is it possible to add functionality similar to MOG's time system to control certain times of the day via control switches and variables?
    It's nice we can use plugin commands. And we probably can make our own switches based on those. But I rather do not wish to create multiple parallel processes.
    So what would work for me is to store certain time hours in switches. For example: 6am until 2pm or something. And then 2pm until 10pm or whatever.
    Otherwise I would have to hardcode it into the plugin myself, which I usually hate to do.
    And while Community Lighting works fine with MOG's Time System plugin, not only would it be more convenient to just use one plugin for it, but also for performance reasons as well as eliminating the slightest chances for conflicts or issues in the long run.

    Thanks for any of your time.

    spira said:
    Hey, how can I set an id for a light? In the help file, it shows it as:

    light 250 #ffffff on asdf

    but when I do it, it doesn't work, and breaks the whole light. It stops working because of "on" and "asdf" (or any other id) But I'm unsure why these two things are actually breaking it, since it was in the help file. Help is appreciated

    Edit: I realized the issue wasnt the ID, but instead "on" but now I don't know how to make the light start turned on.
    Hello! In case you still need help.
    There are multiple ways to solve your issue.

    One would be to add a condition, which has to be fulfilled, to turn the lights on at the maps event, which you transfer the player from, to the respective map with your light sources in place.
    This also works with a parallel process on the respective map. But for performance reasons, add a wait in the events parallel process page of about 3 frames or even higher, depending on how often it should check for the condition(s) to be met.
    This can obviously be done without conditions too. In this case, just put the plugin command: Light on X (in which X is your ID) in the events page of your target map, run it as parallel process and turn a self switch on. (In this example Self Switch A). create a new empty event page and set the self switch to A but do not change anything else. Put this event somewhere out of bounds, maybe top left corner or wherever you would prefer to store your parallel event processes to easier find them again later on. For bigger maps it is also helpful to also give your events a Name.

    Second you can also use the plugin commands in a interactive way. Let's say a lamp you wish to turn on or off by walking to a lamp event. Could be something like ''Text: Want to turn on the light'' ''Choices: Yes, No'' If yes, plugin command: light on X. self switch A on with light image. Possibly on walk / step for some animation effect if graphics are set up. Then when interact again. ''Text: Want to turn off light'' ''Choice: Yes, No''. Then just turn plugin command: light off x and self switch A to false.

    Third which will get slightly more complex and perhaps a little more performance hungry is to create a function based on a ''timer'' which turns on and off the respective light sources at certain times.
    This mostly is done in a parallel process and if having multiple maps using this, even a common event.
    Let's say a time system and when it gets dark, the light sources will turn on.

    I hope this helps for further usages of this sort of thing.

    EDIT: Sorry for double posting. I forgot about those rules, because I am not really active in forums much. Hahaha.
  6. Manjini said:
    In this case, just put the plugin command: Light on X (in which X is your ID) in the events page of your target map, run it as parallel process and turn a self switch on. (In this example Self Switch A). create a new empty event page and set the self switch to A but do not change anything else.
    This did the trick, thank you!

    Manjini said:
    Second you can also use the plugin commands in a interactive way. Let's say a lamp you wish to turn on or off by walking to a lamp event. Could be something like ''Text: Want to turn on the light'' ''Choices: Yes, No'' If yes, plugin command: light on X. self switch A on with light image. Possibly on walk / step for some animation effect if graphics are set up. Then when interact again. ''Text: Want to turn off light'' ''Choice: Yes, No''. Then just turn plugin command: light off x and self switch A to false.
    This is essentially what I'm trying to setup, I want a light that can be turned on and off (that now starts on thanks to you) and changes the event image conditionally, but I'm trying to accomplish this without having to use self switches. (Meaning I could use a different event entirely to be the light toggle) The functionality for this I believe was described in the plugins help file under "Kill Switch and Conditional Lighting" but I can't seem to get it working.

    I have a 2 page light event setup, the first is an image of a turned on light with the plugin light comment.
    The second requires Self Switch D (the configured kill switch) to be turned on which simply has a turned off event image.

    I'm unable to see why this isn't working, I believe it might have something to do with "conditional lights" being a specific term and not a generalized term that applies to how my light is now setup.

    To be entirely transparent, my light switch toggle event also looks like this:
    1:
    ◆Plugin Command:Light off 2345
    ◆Control Self Switch:A = ON
    2:
    ◆Plugin Command:Light on 2345
    ◆Control Self Switch:A = OFF
  7. spira said:
    This did the trick, thank you!


    This is essentially what I'm trying to setup, I want a light that can be turned on and off (that now starts on thanks to you) and changes the event image conditionally, but I'm trying to accomplish this without having to use self switches. (Meaning I could use a different event entirely to be the light toggle) The functionality for this I believe was described in the plugins help file under "Kill Switch and Conditional Lighting" but I can't seem to get it working.

    I have a 2 page light event setup, the first is an image of a turned on light with the plugin light comment.
    The second requires Self Switch D (the configured kill switch) to be turned on which simply has a turned off event image.

    I'm unable to see why this isn't working, I believe it might have something to do with "conditional lights" being a specific term and not a generalized term that applies to how my light is now setup.

    To be entirely transparent, my light switch toggle event also looks like this:
    1:
    ◆Plugin Command:Light off 2345
    ◆Control Self Switch:A = ON
    2:
    ◆Plugin Command:Light on 2345
    ◆Control Self Switch:A = OFF
    Hello again.

    I assume you are using RPG Maker MZ? Since I am using MV, it works slightly different for me.
    However! I have tried the Conditional Lighting in MZ and figured that the plugin description does not say much about Conditonal Lighting like the MV version of the Plugin.

    This is no big deal however, because there is a nice little Demo attached to the github on the download link of this plugins main post. In the Demo, there is a small map and one section, which goes into Conditonal Lighting and explains you exactly how to do this.
    With this functionality, you won't need to meddle with self switches as much as I always used to do.
    And on top of it, you can easily change the events color as you please. Pretty neat.
    EDIT: What i found a little more tricky is to meddle with the Kill Switch Auto, but it also explains this in the demo.

    Anyways! Just mess with the demo part and it should be easy to understand after messing with it for a little.

    EDIT: Make sure to playtest the demo but also to check how each event is set up in the ''Conditional light hall'' map.
  8. Manjini said:
    I assume you are using RPG Maker MZ? Since I am using MV, it works slightly different for me.
    However! I have tried the Conditional Lighting in MZ and figured that the plugin description does not say much about Conditonal Lighting like the MV version of the Plugin.
    I forgot to update my profile, but I'm currently using MV. I checked out the demo anyway and i've got it working now, thanks!
    I think my issue might've been using comments for the light and not the note tag, I doubt I'll ever need to use more advanced techniques that require having both, so this works for me.
  9. Hello! Before adding another plugin to my project, (which is already full) I wanted to know if with this community lighting plugin, is there a way for the picture to be above it in the z layer?
    What happens is that I use the face sizes using picture and they are falling below the extra layer that the community light creates.
  10. hello guys, been trying to make this work with a clean project since it does not work prorperly with my test project and my game project.

    So i set everything just like in the demo the variables, switch and even copied the exact events on the demo still no luck. The time says Infinity well it sets the game time to night but stays there.. I tried to rerun the daynight speed into the next map to make the time move and it does but stays dark even after a day.. Am I missing something? should i set everything manually i have looked everywhere in the demo but did not find a thing. I am using MV can anyone help? thanks! Oh I am using the plugin v4.6 that came with the demo itself.


    EDIT: Finally it worked.. its the note for maps itself
    <cl: Daynight x>

    so happy to see the game lights up/off just like in Dragon Quest its like in real time lights off when its near daytime, really you guys behind this plugin i salute you hope i can pay you back in the future.

    and it works with all the plugins i am using Thank You so much!
  11. Hey everyone. I feel like I am going mad trying to accomplish something that is probably super simple here.
    I have a daytime cycle of Morning, Daytime, Evening and Night.
    What I am trying to do with the plugin here is to set the Tints for every timeframes (I don't have nor want a "live" time system where time advances on its own).

    I am trying to do it like this (The switches all work).
    1694520511245.png

    If I use set instead of fade, its obviously all fine but I don't want the tint to have a hard change to another tint.

    Yet, using fade like this, what happens is that it starts fading but doesn't stop fading until everything is black? All I want is for the tint to fade into the given color in the given amount of time.

    How to I achieve this?
  12. Necrilem said:
    Hey everyone. I feel like I am going mad trying to accomplish something that is probably super simple here.
    I have a daytime cycle of Morning, Daytime, Evening and Night.
    What I am trying to do with the plugin here is to set the Tints for every timeframes (I don't have nor want a "live" time system where time advances on its own).

    I am trying to do it like this (The switches all work).
    View attachment 276299

    If I use set instead of fade, its obviously all fine but I don't want the tint to have a hard change to another tint.

    Yet, using fade like this, what happens is that it starts fading but doesn't stop fading until everything is black? All I want is for the tint to fade into the given color in the given amount of time.

    you could try to add another plugin command like will stop or set the desired tint.. inside and below the fade with waiting time between them

    sample:

    tint fade #454555
    wait 999
    tint set #454555

    i know there is an easy way to do this but im having a break from eventing kinda feel tired xd

    EDIT: If time can still affect the cycle even if stopped or toggled off well that is IF, maybe you can add a new condition inside like for example the night..

    IF evening is On
    tint fade #454555
    wait 999
    control variables hours = 20
    IF hours is equals = 20
    tint set #454555

    and so on that is if its still van be manipulated even if off. test it with different waiting time set
    wait: xxx
  13. exiledknight said:
    you could try to add another plugin command like will stop or set the desired tint.. inside and below the fade with waiting time between them

    sample:

    tint fade #454555
    wait 999
    tint set #454555

    i know there is an easy way to do this but im having a break from eventing kinda feel tired xd
    Well, the problem is, if I don't do it with the plugin commands for Community Lighting, Community Lighting will just make everything outside of lights black as far as I understand it.
  14. Necrilem said:
    Well, the problem is, if I don't do it with the plugin commands for Community Lighting, Community Lighting will just make everything outside of lights black as far as I understand it.
    it is still possible maybe you can add more branch aside to what you have in there like morning, noon, evening, night before evening or before night

    you should try the wait: xxx between plugins specially with the fade, I remember eventing this even without the community lighting my day and night cycle i just add wait time each.

    tint screen: dark
    wait: xxx
    (common event, switchecs etc)

    it is easy with the Clock on, but since you dont want to the clock it is still can be evented lets wait for others.. goodluck bro
  15. exiledknight said:
    it is still possible maybe you can add more branch aside to what you have in there like morning, noon, evening, night before evening or before night

    it is easy with the Clock on, but since you dont want to the clock it is still can be evented lets wait for others.. goodluck bro
    Yea I mean, this should work in the first place :D
    Correct me if I am wrong, but tint fade #ffffff 3 should change the current tint by fading into the specified color in the specified amount of time.
    Yet what happens is for some reason that it fades to that color, but keeps fading until everything is black, instead of reaching the specified color and staying there.
  16. Necrilem said:
    Yea I mean, this should work in the first place :D
    Correct me if I am wrong, but tint fade #ffffff 3 should change the current tint by fading into the specified color in the specified amount of time.
    Yet what happens is for some reason that it fades to that color, but keeps fading until everything is black, instead of reaching the specified color and staying there.

    I tried it like this:
    Code:
    If Morning = On
       Tint fade #ffffff 20
       Tint fade #ffffff 20
       Tint fade #6666ff 20
       Tint fade #6666ff 20
       Tint fade #9999ff 20
       Tint fade #9999ff 20
       Tint fade #ccccff 20
    End
    you are correct this fade command is the one that the ordinary tint does with wait time and it does what it does like fade into that color, the plugin commands i coded above
    from #ffffff to the next new color #6666ff it is the same with how the Daynight cycle with clock on do. To test this i set the common event to a parallel process and set a switch for it and run it does maybe 45% your desired daynight version. if you want it not to get dark for a long time add more of it before and after dark, before morning and after so it does continue try the colors i tried its the default of the plugin by hours but the one in the coded are the before night
  17. exiledknight said:
    I tried it like this:
    Code:
    If Morning = On
       Tint fade #ffffff 20
       Tint fade #ffffff 20
       Tint fade #6666ff 20
       Tint fade #6666ff 20
       Tint fade #9999ff 20
       Tint fade #9999ff 20
       Tint fade #ccccff 20
    End
    you are correct this fade command is the one that the ordinary tint does with wait time and it does what it does like fade into that color, the plugin commands i coded above
    from #ffffff to the next new color #6666ff it is the same with how the Daynight cycle with clock on do. To test this i set the common event to a parallel process and set a switch for it and run it does maybe 45% your desired daynight version. if you want it not to get dark for a long time add more of it before and after dark, before morning and after so it does continue try the colors i tried its the default of the plugin by hours but the one in the coded are the before night
    I am not sure I really understand it.
    The issue is that it fades until everything is black. In your example it is supposed to fade to #6666ff and then stay on that tint (assuming no other commands follow).
    But it doesn't do that for me, it just continues until everything is black.

    My time system does not advance automatically, rather only specific actions will advance to the next time "slot" (morning -> daytime -> evening -> night).
    Each of these time slots I want to have a fixed tint that doesn't change within that time slot, but when the time slot changes, I want it to fade into the new tint, rather than just abruptly change to it.

    Considering I want to use lights during night and maybe morning/evening, I figured this would easily be solved as shown in my first screenshot. (If I use the default tint, the plugin will overwrite it, so I have to use the plugin commands)

    Meaning, if we take my evening for example:
    tint fade #b4a0a0 3

    It should fade from the current tint to the specified new tint (#b4a0a0) and stay on that tint.
    But it doesn't, it just keeps fading into black.


  18. Necrilem said:
    I am not sure I really understand it.
    The issue is that it fades until everything is black. In your example it is supposed to fade to #6666ff and then stay on that tint (assuming no other commands follow).
    But it doesn't do that for me, it just continues until everything is black.

    My time system does not advance automatically, rather only specific actions will advance to the next time "slot" (morning -> daytime -> evening -> night).
    Each of these time slots I want to have a fixed tint that doesn't change within that time slot, but when the time slot changes, I want it to fade into the new tint, rather than just abruptly change to it.

    Considering I want to use lights during night and maybe morning/evening, I figured this would easily be solved as shown in my first screenshot. (If I use the default tint, the plugin will overwrite it, so I have to use the plugin commands)

    Meaning, if we take my evening for example:
    tint fade #b4a0a0 3

    It should fade from the current tint to the specified new tint (#b4a0a0) and stay on that tint.
    But it doesn't, it just keeps fading into black.
    may i see the full screenshot of your common event? assuming its in common event. ill try that now your morning to evening just tell me how it triggers? since its in common event.
  19. Necrilem said:
    Hey everyone. I feel like I am going mad trying to accomplish something that is probably super simple here.
    I have a daytime cycle of Morning, Daytime, Evening and Night.
    What I am trying to do with the plugin here is to set the Tints for every timeframes (I don't have nor want a "live" time system where time advances on its own).

    I am trying to do it like this (The switches all work).
    View attachment 276299

    If I use set instead of fade, its obviously all fine but I don't want the tint to have a hard change to another tint.

    Yet, using fade like this, what happens is that it starts fading but doesn't stop fading until everything is black? All I want is for the tint to fade into the given color in the given amount of time.

    How to I achieve this?


    1694606243500.png

    The daytime switches and the mapregion etc all work fine.
    I have a game start event that sets the plugin tint to #ffffff so it can fade from that to the next tint when it advances to another time slot (see following screenshot, it is part of this event)

    1694606334366.png

    Thank you so much for helping btw, I really appreciate it. This is driving me up the wall at the moment, since my brain just cant make heads or tails out of why it is not working as intended.
  20. Necrilem said:
    View attachment 276404

    The daytime switches and the mapregion etc all work fine.
    I have a game start event that sets the plugin tint to #ffffff so it can fade from that to the next tint when it advances to another time slot (see following screenshot, it is part of this event)

    View attachment 276405

    Thank you so much for helping btw, I really appreciate it. This is driving me up the wall at the moment, since my brain just cant make heads or tails out of why it is not working as intended.

    I think I did it... not sure if this is the one you want sorry i went somewhere a bit busy, try this

    Code:
    If Morning is On
    
    Tint fade #b4c8c8 5
    
    wait: 200
    
    Tint set #b4c8c8

    likewise to the other tints.. oh the wait time is up to you or depends how fast the fade is.. just experiment. yeah the wait is a must

    though i cant seem to get your thing how exactly it activates assuming by region? its how i did the things.

    EDIT: I also dont know how or why it darkens to the fullest but thats one of the solution i found.. also did that before in ordinary tint screen.