Is there a way to place a light on the map but have it start OFF with a switch or command that turns it on via another event? I can't find the command (if it's an option).
MZ - [MZ & MV v1.9.7] Shora Lighting & Shadow System
● ARCHIVED · READ-ONLY
-
-
Thanks for the report, I will try to fix it.Hey Shora! I keep loving this plugin and the work you are actively putting in to updating it.
I think I've found a small possible bug!
When using a transfer player command and transfer the player to the same map they are on, it doesn't show the lighting until the player takes a step.
You can do that by append the -status flag in it comment, like this:Is there a way to place a light on the map but have it start OFF with a switch or command that turns it on via another event? I can't find the command (if it's an option).
Code:Then when you want to turn it on again, just use the Set Light Parameters command and change only the status setting to ON. I haven't think about allow switch/variables automatically to be light settings, that idea is pretty good![light -status off] -
No matter what I try (applying same settings, starting from scratch) latest version 1.8.4 (even though it says 1.8.3 in game) doesn't work in MV maker.
EDIT: It works. No idea how it got messed up but after re-installing it again it seems to work.
EDIT2: IS there a way to make this compatible with plugins that allow walking behind tiles using regions? Like CityShrimp's Cover Tiles. For example it uses Region ID 19 to hide events behind it. Maybe modify CityShrimp's plugin to include all the regions below that number, not just one. -
@Shora , thank you for the plugin.
I'm trying to implement a full conversion to your light system, but I have a question:
we use equipable flashlights as armors in Dino Hazard. The notetag doesn't seem to work in armors, just items.
Is that right?
Alternatively, is there a way to toggle on and off the flashlight with plugin commands or scripts? I looked for it all over but couldn't find that info. -
Thanks for the report, I will try to fix it.
You can do that by append the -status flag in it comment, like this:
Code:[light -status off]Then when you want to turn it on again, just use the Set Light Parameters command and change only the status setting to ON. I haven't think about allow switch/variables automatically to be light settings, that idea is pretty good!
Do I need to combine the [light -status off] with the [light] comment, too? Trying and can't get it to work. I'll keep messing around with it.
Thanks for this and the switch would be a nice feature. Would love to see that added at some point if possible. I'm really looking forward to the GUI! :) Really excited to put this in my game. Already purchased off itch. Loving it so far! -
Can the lighting be turned off from scene to scene?
If I have lighting for indoor scenes using it with torches etc, but then I go outside and its basically constantly night time is the problem. Is there something I can put in the maps Notes to have "use lighting plugin yes/no" type thing? -
I have figured out how to make my default AMBIENT to essentially no darkness aka #ffffff, what is the call in each map that needs to happen when it should be dark and changed? [AMBIENT#232323] or is it [Lights:#232323]
-
I tried this, and nothing happens. I set default ambient to #ffffff essentially making no darkness layer... then on a single map I added [ambient <#232323>] and no result, also tried [ambient <black>] and no resultYou can also set the ambient color from the map notetags too, just put [ambient <color>] (color can be #ffffff, day, night, etc. inside the map notetags.
-
When you select an element on which something is written in the notes, the plugin tries to launch it as a light source.
ErrorItem Settings -
Hello, Shora. I guess I found either a bug or incompatibility.
When the player quit the game from the menu (during a game) and chooses to return to the Title Screen, if the person chooses to start a new game, this bug happens:
However, if you simply restart the game and start a new game, it works just fine.
This happens with Shora's plugin both on top and bottom of the plugin list. -
Any chance to make this compatible with AltimitMovement(a pixel movement plugin)? Right now, if the player has a light source the shadows don't work, the shadows are stuck at the starting position. The light source still follows the player but the shadows aren't changing. Difficult to explain, so here are two pictures:
This doesn't happen if I disable AltimitMovement, but then there is no pixel movement, which is essential for me. -
Is someone else here using MZ is having some flickering too? it works as it should but have a random flickering in every light
-
Question. I believe Shora is taking some time away for a bit, and I got a majority of this plugin working in my game. However; I can't figure out the comment code that offsets the lights.
I tried both [light -offsetx 48 -offsety -48] and [light -x 48 -y -48]. Neither of those move the light in any direction, though. I've attempted multiple numbers in the x, y coordinates. Does anyone know if there's a different code? Or if it's just a bug within the plugin?
Also... anyone know if there's a way to change the brightness of the light itself? Make it dimmer, etc?
Hope to see you again soon, Shora! Looking forward to whatever else you do with this amazing plugin! :) -
@AeroFunk80 the -offsetx or -x are correct, could you try
[light -x 30 -y 30] to see if that work as test purpose?
if it does, than I wonder why negative numbers are ignored.
there is also a structure for the offset to use.
brightness can also be lower from 0 - 255. -
Thanks for the reply. I tried what you recommended and the light still isn't moving: [light -x 30 -y 30]@AeroFunk80 the -offsetx or -x are correct, could you try
[light -x 30 -y 30] to see if that work as test purpose?
if it does, than I wonder why negative numbers are ignored.
there is also a structure for the offset to use.
brightness can also be lower from 0 - 255.
As for the brightness... do you know what the comment code is? Or how it should be written? -
it should be in the helpfile, if it isn't, I can look into the code for you later.
but I dont know if the -x and -y works in the demo, if it does there or in
a clean project, than some plugin is conflicting, so you have to move
the light plugin up or down the plugin database or see which one is
conflicting to turn them all off, and on 1 by 1.
DM me on discord later, when I got time, I look into it for you. -
Hey @Shora!
Your PlugIn is just awesome and I'm really grateful to you for that!!!
Thanks for your nice work! :)
There's just one thing I can't fix.
Do you see that dead tree on the picture? (it's just an example)
It's very high above my character, but the top of the tree is illuminated.
When I try to set it to "Roof-Top ID", it transforms into an dark ugly square.
Is there a nicer way to leave the tree completely dark? -
I came here to ask about an issue, but I think I've gotten it resolved. Thank you for the beautiful looking plugin!
Edit: Actually, I can't seem to get it to let me keep transition type blank, it only allows for 1 or 2, if I leave it, the game crashes on opening. -
Quick question. I don't see anything in here about it.
Is there a way to get lighting to transfer over into combat? Right now I have the lighting on my maps and they look great. However; my game has a darker theme, so when combat starts... it's bright and just doesn't blend well with my maps. Is there a way to get the plugin's Brightness parameter to transfer over into battles, as well?
If so... is there a way to add some overhead light into combat so it isn't completely dark?
Thanks! -
Abandoned plugin?