Here's the latest update for Advanced Lighting! I've implemented new features and solved some important problems. The full list of changes is below:
* Added "Transfer Reset" parameter
If ON, the ambient light is reset after every transfer (it will be reset to intensity = 100/white light)
* Added "Auto Battle Lighting" parameter
If ON, battles will use the same ambient light from map and characters will have lights attached to them!
* Added SetActorLight/SetEnemyLight commands
These two commands assign lights to actors and enemies, which will be shown during battle.
Usage:
SetActorLight ActorID LightID
SetEnemyLight EnemyID LightID
ActorID and EnemyID are the IDs of the character (a number)
LightID is the light identification, like torch or halogen
Example:
SetActorLight 1 torch
SetEnemyLight 3 red
* Added size property to lights
Now lights' sizes can be altered without making changes to their images!
You may add the size: x parameter to any light's definition (x: integer bigger than 1, default is 100).
* Added [light_size x] command
You can use the event command [light_size x] to change the light size, x must be an integer bigger than 0, and the default is 100.
* Added two new big lights: halogen_big, torch_big
These two lights demonstrate the new light size feature.
* Added @requiredAssets tag to default lights
This fixes the missing files after deploying the game.
* Fixed encrypted project problem
Encrypted image files now load without any problem.
* Added improved tinting / Added colored ambient light
Now you can change the color of the ambient light! You can use hexadecimal colors without the # character in any ambient light command, for example [ambient_light 00ff00] for green light.
* Requires KhasGraphics 1.1 (updated)
My Graphics plugin has been updated to 1.1
* Compatibility add-on with orange time system
Many of you asked for compatibility with some time system. I asked Hudell and he allowed me to distribute a custom version of his plugin! It's an edited version of OrangeDayAndNight.js and it requires Hudell's time system.
* Fixed offset bug
The bug where offsets weren't being considered in multiple pages has been fixed.
* Added smooth lights
You may add lights to any event with the [smooth_light x y] command, where x is the light id, as usual, and y is the change in intensity per each frame. Example:
[smooth_light torch 5]
* Added ambient light states
Now you can save ambient light states for loading them later. Usage:
saveambientlight X
loadambientlight X [T]
X is the state's name, it can be anything you want
T is the time to smoothly load the ambient light (optional)
After substituting the old plugin, please delete and add it again in the Plugin Manager! You may check the
updated tutorial to learn about how to use the new features.
Please note that the terms of use have been updated! If you want to use this plugin commercially, please
read them here.
@lebroskie Sorry, this plugin requires WebGL and most of mobile devices don't have it enabled for a weird reason. Anyway, mobile support is not a priority of my plugins.
@jorgewaggoner thanks for your patience! I've updated the terms of use of my MV plugins, you may read them
here.
@Gonor @Tuomo L I restricted new patrons and my page will be closed very soon. More details are on the way
:)
@Emanzi Unfortunately it's not possible, as both are completely different systems and they took a long time to make (plus years of experience in order to be able to do that.