MV - Community Lighting MV & MZ

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Started by ImaginaryVillain 1279 posts Page 57 of 64 View original ↗
  1. exiledknight said:
    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.
    Yeah...that definitiely should circumvent the problem.
    Didn't think at all about trying it this way, so thank you so much for brining it up! :)
    I just set it up exactly like you did but when playtesting it, I still have some flickering going on? Like it doesn't properly manage fade and go into set.
  2. Hi guys.

    I have a couple of issues with this plugin in MV, one of which I don't understand, and a second one I do but I'm looking for suggestions for a workaround. They're seemingly both caused by the fact that I'm using the time system, but updating it manually through events with the DayNight speed set to 0. I have tested in a blank project and the same things happened.

    1: Whenever I attempt to load the game, only when the daynight speed at 0, the game crashes with the message:

    ReferenceError: a is not defined
    at Lightmask._updateMask (Community_Lighting.js1632:34)
    at Lightmask.update (Community_Lighting.js:1126:10)
    etc.

    The 'a' in question appears to be in the rgb properties of the lightmask, "rgba".

    Yes, I can get around this by loading the game with the timer active and then resetting the hour/minutes to whatever and speed to 0 through an event, but it seems like that's not intended when having the speed at 0 is an option in the plugin options. I'd rather not have to think about whether the timer will crash RPG maker every time I hit test, so what do?

    2: When you set the time with speed at 0, the onscreen timer reads 9:NaN instead of 9:00. I'm sure there are multiple ways to fix this like defining the minutes through a variable, but if anyone has a suggestion for the lowest maintenance workaround it would be appreciated.

    Edit: Since daynight speed is slower at higher values, it seems a workaround for both these issues is to just set the speed to an arbitrarily high value like 999999999 so that the timer is technically moving but functionally frozen, then everything works. The help text of the plugin does specify that you can set it to 0 though, so if that can cause issues I think it's still worth mentioning
  3. Huge fan of this plugin! Many thanks to everyone who has contributed to it. I know it's been requested before, but is there any plans to enable adding light sources to the battle scene? Or could someone familiar with the code point me towards how I could add this functionality myself?

    EDIT: I figured out how to accomplish what I wanted by copying the Lightmask object from the Map Scene to the Battle Scene.
  4. Does anyone know if this plugin is able to add/bind lights to followers? I do like the player having a light, but the followers look dark and it feels off. It would be nice to have the followers also having the possibility to have a light on them (maybe a bind-to-follower function of some sort).
  5. Is there a function to have lights working on event note tags that activate on specific pages or numbered pages for greater extent?
  6. Hi everyone,
    I just got an error on mv for the first time when changing map, any idea what caused it ?
    crash map change
    394723325_3449342258659909_4810506568800885623_n.png

    And also on the mz version of my project, when I use the last update of the community mz plugin (version with "use smoother lights" option), the "daynight initial hour" option doesn't work I have to put an event to start the daynight cycle at a specific hour and the performance drop a lot when the cycle goes from night to day or day to night (didn't have thoses problems on mv).
    screenshot
    1697942394159.png
    1697942524301.png

    But on the last mz version from ImaginaryVillain (guess not modified by third party) the "daynight initial hour" option does work well and I don't have thoses performance issues when the daynight cycle goes from one state to the over, but I can't have the "use smoother lights" option so it seems like a bug from the last edited version.
    Is there any fix for the last version ?
  7. Hi everyone,

    I have a question about this plugin. Is there a way to set the Y-offset for all lights on the map? In my project, the position of all the lights appears to be 2-4 pixels higher than it should be. I've attached an image to illustrate the issue.

    Screenshot2023-10-30142257.jpg

    Any help or guidance with modifying the plugin would be greatly appreciated. :LZSsmile:
    Thanks a lot for your assistance!
  8. Hello, I am looking to use community lighting in my commercial project. Is this acceptable and legal? Must I credit the author/creator in the credits of my game?
  9. enoku said:
    Hello, I am looking to use community lighting in my commercial project. Is this acceptable and legal? Must I credit the author/creator in the credits of my game?
    Community Lighting is under MIT license, which is quite permissive with what you can do with it.
  10. Mind if I ask a truly basic question?
    I just got this plugin today, and it's great. Works smoothly.
    It's just that at the moment it's tied to my player character and happens automatically upon loading up the game. I've been trying to work out how to make it centered on an event instead, but I'm having trouble understanding the instructions. Can someone please explain as clearly as possible if I can do that, what I need to do, and I can trigger it to happen during an event and not straight away when the map loads up?

    EDIT: I've worked out how to stop it triggering straight away. At the start of the events page for the scene, I put the command to disable it. Then I put in the command to enable it again at the point I want. There's probably a better way, but that way's working at least. So that's one problem solved. Now I just need to know how to have it on an event, not the character. I'm trying to decipher the instructions on Activate by ID, and could use some help on how it's supposed to be laid out. Say, for example, I had an event named 'Chicken' and I wanted it to emit a bright yellow light when I talked to it. What do I enter and where?
  11. Make a new event and as a comment in the very first line type "cl: light 250 #FFFF00" sans quotation marks.
    You can change light to fire to make it have a flicker. the 250 is the size of the light's reach and after the hex color you can give the light an ID and control it with plugin commands.
  12. So this is what I've got at the moment. Added nothing else anywhere else.
    Unfortunately, it's not making any difference. Have I made a mistake somewhere?
    lightlayout.png
  13. WIth it set up that way, you have to stand next to the light and press the action button to turn the light on.

    Generally unless you are doing per-room lighting you would have the plugin command that turns on the light in the same event that takes you to the map you are on. Otherwise you can put the plugin command on say a door you press the action key to use, or on a player touch below priority event that the player has to walk on.
  14. That's the thing. I am talking to the event, but nothing happens.
    I've tested it with both having the plugin disabled to start with and having it going from the get go.
  15. I left out the <> from it so my bad. "<cl: light 250 #FFFF00>"
  16. Oh yeah, I already checked that, just in case. Same result. This is what I've got now. And this the exact copy/paste of what I entered:

    <cl: light 250 #FFFF00 chickenlight>
    lightlayout2.png
  17. Maybe I am wrong, but that goes into the note section at the top near the name of the event, not in a comment.
  18. It's comments for MZ for sure, I assumed that GreenOx was on it too, as the shots of the editor look like what I see :v
  19. No dice either, unfortunately.
  20. Hi There! I'm using this amazing plugin in my rpg mz project!
    I'm trying to set one more switch to set "evening".
    Actually I can only set the "is Nigh" switch but I need to set the evening too...
    Anyone can help me in this journey? My JS is a bit low :D