MV - Community Lighting MV & MZ

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Started by ImaginaryVillain 1279 posts Page 58 of 64 View original ↗
  1. It would be possible to make a radius grow at events and not on the entire screen. For example, when the lights are turned on by calling the ID plugin Light on id, they appear very abruptly on the screen, you can use the grow effect in the same way as with the command
    Light radiusgrow r c b?
  2. I've tried everything to get this to work like it does in the mz demo, but I just can't get the same results. All I get is a circle of light around the character while everything else is completely black, no matter the time of day.
  3. How do I change the player light? I can't seem to do anything about that, even though other lights are working just fine...

    Edit: Found a config in the plugin file for the radius. Though colour and brightness seem to be unchangeable. At least not with what is intended by the configs I assume
  4. It seems to be a fantastic plugin. I will test it for a game project. Thank you to all the editors :wub

    If I want to commercialise my game, can I use your plugin ? If it's okay then I should credit you (all the editors), but how do you want to be credited ?

    I have another question: for the radius player, when I put in the "Light radiusgrow r c b" command, the radius changes progressively apparently, But I have a problem with the brightness of the radiusgrow command. I put exactly this in my event: Light radius 300 #FFFFFF B25. And it inverted the radius brightnesses around the player and the rest of the screen. I tested with other numbers: B50, B150, B100, ... But isn't there a way to just lower the radius brightness, without inverting the luminosities between the center circle and the corners of the screen?

    Oh yes, and inserting a B25 (or any other number) cancels the effect of the "grow", the change is instantaneous.
  5. Chaoslion1984 said:
    I've tried everything to get this to work like it does in the mz demo, but I just can't get the same results. All I get is a circle of light around the character while everything else is completely black, no matter the time of day.
    You have to set the lighting filter at least once, it is black by default (use the Set Tint plugin command).

    =============

    I am having an issue that hopefully someone can help with. I can't set an ID for my light events in the notetags. Doing so breaks the light and it doesn't work.

    For example, <cl: light 50 #ffffff B95 banana> should set a light with the ID "banana", but this breaks the light and doesn't work with the plugin commands to enable/disable lights by ID. Removing "banana" lets it work again, but I need to set an ID, and my syntax appears to be correct.

    Am I doing something wrong, or is this a bug? Do IDs just not work?
  6. Does anyone know what is the map notetag to disable lighting in a given map?
  7. First of all, greetings and thanks for making this plugin available to everyone.
    I'm pretty new and was trying my hand at creating a game with dimly lit environments, using MV.

    I'm using the "Galv's Map Projectiles" plugin and I read that there was a possibility to render projectiles with their own light area. I realize it's been years, but I'd still be interested: Is it possible to anchor a bright area to projectiles?
  8. gdv1185 said:
    First of all, greetings and thanks for making this plugin available to everyone.
    I'm pretty new and was trying my hand at creating a game with dimly lit environments, using MV.

    I'm using the "Galv's Map Projectiles" plugin and I read that there was a possibility to render projectiles with their own light area. I realize it's been years, but I'd still be interested: Is it possible to anchor a bright area to projectiles?

    I did this long ago with my offshoot of this plugin, but never got around to doing for the main plugin because it kept getting drastically changed by the community, and it wasn't worth the hassle. However...

    In Galv's Map Projectiles you would need to change...
    change_1.jpg
    change_1_2.jpg
    change_1_3.jpg

    This change also causes the ".extrainfo" to be added to whatever common event you specify so you can have the projectile hand information, just in case you want assign specific damage amounts per projectile or something.

    And while I don't know off hand the exact changes needed for the current version of Community Lighting, this is what I changed in my own plugin...
    change_2.jpg

    You need the stuff in the areas where it says "Galv's Map Projectiles Compatibility". Essentially it's just collecting up all the projectile information over and over whenever there's a change.


    I no longer use the engine, so I won't be making this change. Also Galv doesn't allow reposting edits of his plugins anyway. However if anybody else wishes to update the main plugin, by all means go right ahead.
  9. ImaginaryVillain said:
    I did this long ago with my offshoot of this plugin, but never got around to doing for the main plugin because it kept getting drastically changed by the community, and it wasn't worth the hassle. However...

    In Galv's Map Projectiles you would need to change...
    View attachment 294223
    View attachment 294224
    View attachment 294225

    This change also causes the ".extrainfo" to be added to whatever common event you specify so you can have the projectile hand information, just in case you want assign specific damage amounts per projectile or something.

    And while I don't know off hand the exact changes needed for the current version of Community Lighting, this is what I changed in my own plugin...
    View attachment 294222

    You need the stuff in the areas where it says "Galv's Map Projectiles Compatibility". Essentially it's just collecting up all the projectile information over and over whenever there's a change.


    I no longer use the engine, so I won't be making this change. Also Galv doesn't allow reposting edits of his plugins anyway. However if anybody else wishes to update the main plugin, by all means go right ahead.
    Oh great Lord of villains!
    Really thank you very much!
    I'll try to apply the changes and test it soon.
    Seriously thank you so much for replying to me despite all the time that has passed.
    I wish you the best! \^O^/
  10. I don't see an option to have an event change it's light's colour and ID referring to "self,this_event etc"

    Also it seems the frames used in the cycle function do not match those used by the normal wait command's frames, I've been noticing the colours cycling much faster.
  11. Is it possible to apply a PIXI.js filter to the lighting effects? I tried adding a filter to
    SceneManager._scene._spriteset._lightmask.filters and it just made the whole screen black.
    SceneManager._scene._spriteset._tilemap.filters works but I would like to just affect the lighting, and not the whole map, if possible.

    EDIT: figured it out, it was not as trivial as just applying a pixi.js filter lol
  12. I don’t know who might need to make an offset multiple of the tiles, but in this form it is not usable.

    For me personally, it was more important to shift the lighting in pixels when it is necessary to correct the position just a little bit.

    For example, this is a candle or glowing eyes of a mask.

    Therefore, I propose a small modification to the script. In the settings you can switch how offset will be calculated, in tiles or pixels.

    1712654358710.png

    You can also set negative values and make offsets in the opposite direction.
    1712654477476.png
  13. Mur said:
    I don’t know who might need to make an offset multiple of the tiles, but in this form it is not usable.

    For me personally, it was more important to shift the lighting in pixels when it is necessary to correct the position just a little bit.

    For example, this is a candle or glowing eyes of a mask.

    Therefore, I propose a small modification to the script. In the settings you can switch how offset will be calculated, in tiles or pixels.

    Great job! I'm curious, though, is this modification free to use and compatible with RPG Maker MV? I'm interested in trying it out, but I do have some concerns about potential issues. Considering that very few MZ-to-MV plugins are perfectly compatible with both versions, I worry that although they may seem to work initially, they could eventually lead to compatibility issues after prolonged usage and extensive editing of my project. Thanks in advance for your help!
  14. Purely hypothetically, they should work, since the changes made do not globally change the script logic or something.

    The only thing that has changed is the positioning.
  15. how to turn off the light at a certain time eg 30mins the torch will be used up and no more light from flame torch and player will need to use another torch item
  16. Mur said:
    Purely hypothetically, they should work, since the changes made do not globally change the script logic or something.

    The only thing that has changed is the positioning.

    I've been experimenting with the script for weeks, and still no luck. But thanks for the reply, I'll keep tinkering with it and hopefully find a solution through script modification. :LZSsmile:
    ThreeK said:
    how to turn off the light at a certain time eg 30mins the torch will be used up and no more light from flame torch and player will need to use another torch item

    Here's what I'm thinking: create an event that runs a timer once when activating the torch. Then, set up a common event on the map that runs a conditional branch to control switches that turn the light OFF when the timer ends (this plugin includes instructions on how to use switches). And don't forget to trigger it using a parallel process. There might be better solutions out there, but this is one approach you could try.
  17. Just checking back in to see if I am still the only MZ user that the length and width options for the player flashlight don't work.


    EDIT: I found and fixed the problem myself, Line 335 has a typo * @arg beamWdth instead of * @arg beamWidth.
  18. cradth said:
    Great job! I'm curious, though, is this modification free to use and compatible with RPG Maker MV? I'm interested in trying it out, but I do have some concerns about potential issues. Considering that very few MZ-to-MV plugins are perfectly compatible with both versions, I worry that although they may seem to work initially, they could eventually lead to compatibility issues after prolonged usage and extensive editing of my project. Thanks in advance for your help!
    Thanks alot , i found parallel processes takes up alot of memory and slow the game down alot even when i put wait (xx)
  19. Can someone please explain to me how to remove that annoying light radius when a flash light is on the player or event?
    The common event has an option to disable light radius but it's clearly still active when the thing is on, unless the cone shape light actively has that large annoying ball of light around the player's point of origin.

    Why is tile based blocking so devastating on fps?
  20. Hello, can someone give me an example to properly stop the time?
    Right now I'm using Daynight Speed 0 plugin command.
    yes it does stop the time but is sets the minute to infinity (I'm using daynight show plugin command to show the time) and turn my screen pitch balck.

    so my question is, can we stop the time while keeping the default value of hour and minutes before it stopped?

    Thank you.