Khas Awesome Light Effects [ACE] dynamic lighting lantern missing

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Started by jsv121 9 posts View original ↗
  1. Hello,

    First time posting, new member.  I like to ask if anyone can help me with a problem.  Using "Khas Awesome Light Effects"  script for [ACE] and when I playtest my game  the "Dynamic Light Source" lantern does not appear.  Not sure what the issue is as I didn't change anything.  Perhaps a conflict with another script as I am using?  I am using:

    KilloZapit Word Wrapping Message

    MOG_Animated_Title_A

    Yami Engine Ace - Basic Module

    Yami Engine Ace - Overlay Mapping

    Yanfly Engine Ace - Parallax Lock v1.00

    "all in that order btw"  I am using a parallax map as noted in the list.  If anyone can lend me some advice or point me in the right direction I would be grateful.  attached pic to show. issue...

    issue-01.jpg
  2. I am just guessing, here but, maybe your parallax maps got a higher 'z' value than your lantern effect?


    Try to change the lantern's 'z' value to a very high one, like 50000 or so, see if that helps.


    I am at work now, so can't check the code itself, but I guess it can be done somewhere in Khas's script.


    Although looking on the screenshot, I have no idea what do those show.


    You might want to explain what we see on the first and what on the second screenshot of the game, and what did you do to between the time of those screenshots.


    The used script-call for the lantern would be helpful too.
  3. Thanks for the reply : )     I appreciate any help.  I tried changing the scripts surface_z number to 50000 but unfortunately nothing seemed to happen.  The overlay map script that I am using has the layer info at:

    ground z 1

    light z 299

    shadow z 298

    parallax z 297

    Excuse for not elaborating on the screenshots I posted earlier.  where the character is facing is where I placed the dynamic lantern event on the wall where upon play testing the lantern disappears.  The other wall lights seems to work fine.  This seems to only effect this particular event.  I had not made any changes to the script at that time of the screenshot.  Any other suggestion I could do?  Thanks again : )
  4. The surface_z value won't affect the lantern graphic, because that one is a separate graphic.


    In Khas's script, find the '$game_map.lantern.restore' line.


    Try to insert a '$game_map.lantern.z = 500' line below that one.


    If this won't help, can you post the event pages of that certain event?


    If there are multiple pages, make sure to post them all.


    Btw, those screenshots are creepy! o.o
  5. Thanks.  I tried out adding that line to the script but it still hasn't work.  I admit I am a bit of  newb when it comes to scripting.  Not sure what else I can do at this point.  Thanks by the way,  trying to make something really creepy and disturbing : )  I have allot of content but can't seem to put it all together. 

    BLAH.jpg
  6. You need to have the light image for the lantern in the 'Graphics/Lights' folder or else it won't show up.

    Double check that you entered the correct name for the lantern's light image in the script call.

    And here is a correct script call:

    l = $game_map.lanternl.change_owner($game_player)l.set_graphic("torch_m")l.set_opacity(180,30)l.showThis should show up the lantern's light on the player if there is an image file named "torch_m" in the 'Graphics/Lights' folder.If you did it like this, and you got the image in the specified folder, and the lantern still won't show up, than you most probably got a compatibility issue with one of the other custom scripts you are using.

    It can be any of your Yanfly or Yami scripts, the others got nothing to do with any images on the map.

    Remove the scripts one by one for testing, and if the lantern shows up after you removed one, than you got the incompatible script and you can ask for a compatibility patch.

    Other than this, I am out of ideas, sorry.
  7. @sixth thanks for all your help.  I haven't been able to crack this problem but you set me on the right direction.  I'll continue to tinker towards a solution.  : )
  8. Seems that some gents were having a similar issue:

    http://rpgmaker.net/games/5890/

    also abit of this thread helped me out

    http://forums.rpgmakerweb.com/index.php?/topic/9064-z-index-problem/

    Seems the fellers @kukenstragames solution was to set up a series of conditional branches as common events to toggle the script.  I cant say I fully understand it but just wanted to mention just encase anyone is curious.  Hats off to does guys and @sixth for helping me understand scripting a bit more. : )
  9. I have the same problem with you. It's easy to fix it. You just have to copy the event from the demo, paste it in your game. Then change it's sprite into another thing (a fire, or even a treasure box, maybe :) ). I tried and it works