Nevermind, I said nothing.
The plugin works well in 1.6.1 with a new project. The problem was it:
- I used the demo made with 1.5.2 and launched the game as it was, and this can't work properly.
To get it to work, I found on Steam news how to make it work:
DO NOT FORGET TO MAKE A BACKUP OF YOUR GAME BEFORE DOING THAT, just in case it breaks.
- Copy the file "index.html" and "package.json" from NewData to your project
- Copy the files libs folder, "rpg_*.js" (e.x. rpg_core) files from NewData/js to your project js folder
- Do not replace your plugins.js !
- Done!
With that being done, the plugin started to work again. Can you please confirm that it works for you too?
@Nacura @Ripple
EDIT: for the player torch, setting the color to `null` works well for me. (all in lowercase, not in uppercase)
For the scale, do not forget that if you have your size to 5.0 but your pulse is set between 2 and 2.1, the light will start with a size of 5.0 but it will reduce to 2.0 and oscillate between 2.0 and 2.1.
For such settings, you'd like to have a size of 5.0 and a pulse between 5.0 and 5.1, for example.
EDIT2: And to answer your idea of making my own plugin, it's not the way I think development works. There are lots of times where your plugin (or whatever you create) will have lots of bugs, won't work properly and such things, but that's not the reason why you should abandon it for something new.
There is obviously a wide window of improvements, and there are obviously some bugs that are really boring and almost impossible to resolve, but if it means that I have to rewrite a whole part of the code, I will do it. Again, I decided to continue the project, not to start my own. It's something common when a project is open-source and free-to-use. You use it, you love it, you continue it. I won't abandon it, no matter if there are many better lighting plugins.
I hope it explains my point of view better, but thanks for the idea, it's nice to see someone trying to help
:D
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Version 1.5.0 is out!
+ Add the possibility to use Time SET xx:xx instead of Time SET xx xx
+ Add the possibility to keep the tint during battle (can be disabled in configuration).
* Corrected a bug where required assets weren't taken in account.
* Changed the ids of lights so they don't change when another light is deleted.
If you have a light that should be kept when using "Exclude unused files", you should search for @requiredAssets at the beginning of LNM_LightingTool.js and add yours.
Line should look like
Code:@requiredAssets img/lights/your_light
You should omit the .png at the end of the filename.