MZ - [MZ & MV v1.9.7] Shora Lighting & Shadow System

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Started by Shora 656 posts Page 19 of 33 View original ↗
  1. How do you increase/decrease brightness intensity? When I make a custom one and adjust brightness in its filter, it doesn't work.

    How can you disable light for day-time maps? I had to do so much to figure simple things out because the github has little to no explaining and the plugin itself has no instructions or help.

    Is this compatible with VisuStella?
  2. The plugin is really good. I'm thinking about buying it. But I can't figure out how to add light through the plugin command, instead of by comment? Or at least through a script command?

    MV version
  3. @LineFel there is helpfile on the OP how to use it with plugin commands.
    just read them carefully and your good to go.

    also, I think there are some plugin commands inside the demo to study,
    and test your own to see if it works how you want them to work.
  4. ShadowDragon said:
    @LineFel there is helpfile on the OP how to use it with plugin commands.
    just read them carefully and your good to go.

    also, I think there are some plugin commands inside the demo to study,
    and test your own to see if it works how you want them to work.
    Thanks for the quick response!
    I am familiar with the helpfile, but the commands provided there do not work. I tried "Add Static Light" and nothing works. And no, there's no plugin commands in demo project :(
  5. go back to the first page and read the spoiler "MV Plugin Commands"
    there is an entire explanation + code how to use the plugin command.

    I need to double check the demo and maps to see if there was plugin commands
    used or not, but plugin commands does not use "quotes" and some are only
    Numbers or the Name of the light, (read carefully).

    also, some of those plugin commands can only be used when the parameters
    are set in the parameters, if those are not presented, it does not work and the
    game might crash of a "Syntex Error, Reference Error or TypeError" which is
    easely fetch what you did wrong or not.
  6. ShadowDragon said:
    go back to the first page and read the spoiler "MV Plugin Commands"
    there is an entire explanation + code how to use the plugin command.

    I need to double check the demo and maps to see if there was plugin commands
    used or not, but plugin commands does not use "quotes" and some are only
    Numbers or the Name of the light, (read carefully).

    also, some of those plugin commands can only be used when the parameters
    are set in the parameters, if those are not presented, it does not work and the
    game might crash of a "Syntex Error, Reference Error or TypeError" which is
    easely fetch what you did wrong or not.
    As I say - I am familiar with Howto. I used quotation marks to indicate which command I entered, sorry for misunderstanding.
    No errors in the console, nothing happens, tried both with and without the parameters to Add Static Light. Also tried static_light.

    Tried different ways and nothing happens. Only through the comments works, and this is not good for adjusting the light in my game
  7. is there are "static" parameter inside Light Custom?
    because if it isn't, it wont work.

    if it is presented, can you show the event page + parameter setting of custom light?
    and is it replicatable inside the demo project?

    if it is, than it be bug in the plugin, as @Shora might know how to solve it,
    or give you an idea what you did wrong as I dont use that light yet.
  8. ShadowDragon said:
    is there are "static" parameter inside Light Custom?
    because if it isn't, it wont work.

    if it is presented, can you show the event page + parameter setting of custom light?
    and is it replicatable inside the demo project?

    if it is, than it be bug in the plugin, as @Shora might know how to solve it,
    or give you an idea what you did wrong as I dont use that light yet.
    Checked again demo project, and there's no plugin commands in, only comments.

    Here settings for static
    1681377827308.png

    And event page for this static light (I know about event trigger and have been testing with it)
    1681378075995.png
  9. I did some tests, but I need some more, but I think it require a comment
    thoug of [static] as you can set it to [static false] I believe if you want it
    be false, than use plugin command to turn it true, but I need to test that,
    but I have no time today further to do so.
  10. So three things.

    1) Really random conflict I ran into with HIME Party Manager of all things if this plugin is placed AFTER it.

    1682006025909.png
    Works fine if placed anywhere before, save for the instance below.



    2) If this plugin is placed above VisuStella EventsMoveCore
    1682006153404.png

    Actors and events don't appear on screen.

    1682006123053.png

    Nothing super rough to work around, but just wanted to note those two conflicts for anyone that ends up here.


    Last thing, I get the following in my console:
    1682006313377.png


    Anyone know how to correct, assuming there is a way to. I added in the pixi.js.map so its not that issue anymore. Just the PixiJS Deprecation Warning I would like to do away with if possible



    Also also! lol

    Getting the following console log when opening map.

    1682010905528.png

    I have "light" 2 events with this comment 1682010945712.png

    And the autorun event of the Map has a lantern item come and go from the players inventory. Set up is copy and pasted from the demo:

    1682011008531.png

    Is all that fine and I ignore the error?
  11. I dont know for higher version of pixi, as I dont have that error at all.
    but it could be safely ignored, mostly renaming something can get rid of it.

    but I cannot replicate the error though (at least not in mv) as I dont own MZ.

    you can test it on a clean project to see if you can replicate it there?
  12. ShadowDragon said:
    you can test it on a clean project to see if you can replicate it there?


    Ill give it a go.

    Last questions , whats a quick an easy way to reduce the radius for a single events lighting?

    Additionally, is there a way to have a map just simply lit up without creating a million events? Thinking when it comes to outdoor maps where torches and such aren't always the source of light but like.. the sun is lol
  13. not that I know off, the best wau without events is 1 picture that covers all.
    otherwise events :D

    as for radius, you can set it, you need to read the helpfile, or the OP post.
    you can grow the light and shrink it as well, with frames in between.

    maybe not yet or when possible by variable value.
  14. ShadowDragon said:
    as for radius, you can set it, you need to read the helpfile, or the OP post.
    you can grow the light and shrink it as well, with frames in between.
    I've looked, theres a lot of words lol. I'll check again
  15. else, check the demo, there should be something in there, I got everything
    to work on my end what needed to work, so I didn't explicite need ALL the
    function, only some crucial one.

    there are also some parameters, you can check, as radius are needed on the
    notetag or as comment.
  16. ShadowDragon said:
    there are also some parameters, you can check, as radius are needed on the
    notetag or as comment.
    Yea those are what I'm looking into.

    Hopefully I can figure out an outdoor lighting solution that's simple enough too
  17. Is there a way to activate it mid game? I was planning on using this for a night time, but if I activate the plugin It's always dark.
  18. Teostratos said:
    Is there a way to activate it mid game? I was planning on using this for a night time, but if I activate the plugin It's always dark.
    My exact issue ^. I want to be able to use this without calculating 50 light events per map lol
  19. @Teostratos & @Puppet Knight
    if you want it activated midgame, use one of those (also on page 1 where I told it:

    1) by using: $gameLighting.enable();
    2) by using: $gameLighting.disable();
    3) by using: $gameLighting.setPluginStatus(true/false);

    by 3, use either true, to "enable" it, use false to "disable" it

    if you go 1,2 pages back, you get set the do around:

    $gameLighting.setStatus(eventID, "on"/"off") if you use the comment there.
  20. Puppet Knight said:
    My exact issue ^. I want to be able to use this without calculating 50 light events per map lol

    Teostratos said:
    Is there a way to activate it mid game? I was planning on using this for a night time, but if I activate the plugin It's always dark.
    You can use the following scripts: $gameLighting.enable() and $gameLighting.disable()

    Alternative way is to use $gameLighting.setPluginState(true / false)