What does Cannot read property length of undefined mean?
Khas Advanced Lighting v4.2 Ultra (now with real-time shadows!)
● ARCHIVED · READ-ONLY
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What does Cannot read property length of undefined mean?
Do you use Yanfly Options? -
If you are referring to a particular plugin named Yanfly Options- nope. Not on my plugin list, I am however using various plugins by the same dev.
If it is indeed a yanfly plugin collision- I wouldn't know how since they used to work fine.
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Maybe this is a bit of a long shot. But I may as well ask anyway.
Is there a way to control and change region_light from inside of an event, and change region_light sizes?
edit: Playing with the system more I've come to the conclusion this is likely a fruitless question because of the way the system itself works the region lighting, I got a script that let me change region ID's in event, and when I changed the region ID it had no effect on the dynamic lighting situation. I'm only not removing this post just in case I am wrong about this conclusion and someone smarter than I (not too hard) knows or easily figures out the solution. -
@Skurge: Go to your lighting plugin script file and change these lines to this value:
Code:PIXI.BLEND_MODES.KHAS_LIGHT = 31; PIXI.BLEND_MODES.KHAS_LIGHTING = 32; -
I've double checked the files and there is no difference in this line in the file, atleast we know now that the file hasn't been tampered with as it's the same as the latest version.@Skurge: Go to your lighting plugin script file and change these lines to this value:
Code:PIXI.BLEND_MODES.KHAS_LIGHT = 31; PIXI.BLEND_MODES.KHAS_LIGHTING = 32; -
Hi there ! First of all, thank you Khas for this awesome plugin, it's really great !
I run into a very small problem : I'm using the plugin for some caves and other dark places, but on the maps where I'm not using it the default RMMV shadows don't show. Here is a screenshot in case it is not clear. On the left side there are no shadows. But when I disable Khas Ultra Lighting v4.2 shadows are back.
Is there a way to have these shadows back on maps where I don't use the plugin capabilities ? -
@JamesRyan this is on purpose! You can remove this feature by commenting or removing the following lines:
Code:// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // * ShaderTilemap // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ShaderTilemap.prototype._drawShadow = function(layer, shadowBits, dx, dy) { };
Here is how to bring back the default shadows from the owner of this plugin :cutesmile: Just remove the two following lines in this plugin. -
Thank you JamesRyan, that's very helpful ! Out of curiosity I made it a configurable parameter :)
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What version of MV are you guys using that's allowing this to actually work?
I've flipped back and forth on several versions and It's still not working for me. -
As i'm using 1.6.1, it still works well. There are few minor bugs mentioned above which Khas hasn't fixed yet, but it is not a problem.
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@Skurge: Do you have the same undefined problem as before?
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No. I have experienced no major issues at all. Only some minor bugs of visual effects. In other words, it works well. Please be careful with your plugins order. It might be the cause of your issue.
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Still getting the same error, plugin order is as required on the plugin website, the moment khascore is turned on and testing begins the error boots up.
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If you want you can send me your project and I can try fix it :)
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It's late atm, but tomorrow i'll try to upload a super condensed version since right now the project is several gigs.
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It's a nice plugin, i do injoy it really much. However, i seem to be troubled with one thing.
in your guide you've only mentioned 2 kind of map-coloring, green and red (00ff00/ff0000), could you mention the rest of the color and how it works? how do i get yellow? or blue? or orange? -
Hi Tomas !It's a nice plugin, i do injoy it really much. However, i seem to be troubled with one thing.
in your guide you've only mentioned 2 kind of map-coloring, green and red (00ff00/ff0000), could you mention the rest of the color and how it works? how do i get yellow? or blue? or orange?
Please have a look at https://www.w3schools.com/colors/colors_rgb.asp to have find out all the color codes you need.
This code is called RGB because numbers you see are the hexadecimal values of Red, Green and Blue, in this order. So Red color is #ff0000, because red is 100% Red (ff), 0% Green (00) and 0% blue (00). Blue is #0000ff. If you want some yellow, you'll have to mix them : #ffff00.
Play with the link above for some more useful codes :) -
I doubt it, but does anyone know if it's possible for an event to detect the ambience "over" it from any point light sources?
I'm trying to figure out if it's possible to achieve something like: an event behaving differently depending on how "visible" (how much ambience is revealing it) on screen. -
@Rink27 the most I would say is to have variables or switches depending on the X/Y position of the player matching a conditional branch check within your event's parallel process. That is, however, in theory. Unfortunately, the way the lights run as images over the map, it's be extremely difficult to implement a system that allowed proper lighting in that way. You'll probably need a more advanced system/engine, or a dedicated scripter.
That being said, I am having an issue with the shading coming from walls.
in the demo for Khas Awesome Lighting, he places the region (20) over a wall top, then the rest of the wall blocks the light naturally, but he is using edition 1.4.0. Unfortunately, it seems 1.4.2 has broken that feature. Does anyone have a work-around? If there was a way to find the text changes between 1.4.2 and 1.4.0 that disables the crashing from the "length" of undefined, but still allows for walls to be lit up unless you're above them, I would be most honored.