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

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Started by Shora 656 posts Page 24 of 33 View original ↗
  1. So fun fact i found out today, don't know if its ever been previously reported.

    If you put this plugin below YEP Item Core with independent items going, it will break. Works fine if placed above tho. Just something to note for folks


    And Yes. I'm using MZ with FOSSIL.
  2. that would explain what happened to me then : ) thank you for the heads-up puppet knight
  3. BoneCollectors said:
    It works for me even with those 2 YEP plugins activated in the same project.
    Well that's... bizarre. It might just be something wrong with my project, then...
  4. Pearsona said:
    Well that's... bizarre. It might just be something wrong with my project, then...
    Its likely a plugin order issue,

    Throw Item core above and Party below
  5. i know you can give an event Light source but how do you give a follower a light source?
  6. Shora said:
    Current light parameters include: name, images, status, radius, angle, event’s direction, color tint, color filters, offset, shadow, and animations.
    Did anyone figure out the shorthand for these overrides? I am trying to override the Color Tint.
  7. Hello everyone!
    I really love the light plugin -ShoraLighting-.js!!!
    But I've got one problem:
    The light's turn off as soon as the actor is not within 8 or 10 tiles of them.
    Is there a solution for this? With similar plugIns, you can set the range of the lights to be charged. But I would much rather use this PlugIn.

    Kind regards
    -Splatterguy-
  8. I havent dig around the plugin but in another plugin thats the active radius of the light how far it will activate from the player, by the way thank you for this its a great plugin! i might use this for my new project because of how it project shadows lights the dynamics its cool.. i am still tinkering or playing with how everything is done.. This plays good in testplay, in maldives and in joiplay the region 2 set to roof/walls are being carried into a new room or previous room as black blocks/boxes.
  9. Splatterguy said:
    Hello everyone!
    I really love the light plugin -ShoraLighting-.js!!!
    But I've got one problem:
    The light's turn off as soon as the actor is not within 8 or 10 tiles of them.
    Is there a solution for this? With similar plugIns, you can set the range of the lights to be charged. But I would much rather use this PlugIn.

    Kind regards
    -Splatterguy-
    I have found a solution to my problem.
    After I used another image as a light source (I think it had a different scale), it stopped disappearing at the edge of the monitor.

    Problem solved!
  10. Splatterguy said:
    I have found a solution to my problem.
    After I used another image as a light source (I think it had a different scale), it stopped disappearing at the edge of the monitor.

    Problem solved!
    Didn't thought of that nice
  11. Hey @Shora, how are things looking on the optimization front(MV)?
  12. Hello everyone. The plugin is currently being refactored/rewrote for better performance and scalability for the 2.0 version. It is almost complete, but unfortunately for the next month I'm gonna be mostly unavailable for personal reason. I will try to give support when I have time.
    Nightshade said:
    i know you can give an event Light source but how do you give a follower a light source?
    It is currently implemented, but if you have some knowledge with Javascript you can directly modify the code to give light to any Game_Character you want.
    Seedspreaderent said:
    Did anyone figure out the shorthand for these overrides? I am trying to override the Color Tint.
    You can use --tint <color>. Ex: [light --tint #FF0000]
    Splatterguy said:
    Hello everyone!
    I really love the light plugin -ShoraLighting-.js!!!
    But I've got one problem:
    The light's turn off as soon as the actor is not within 8 or 10 tiles of them.
    Is there a solution for this? With similar plugIns, you can set the range of the lights to be charged. But I would much rather use this PlugIn.

    Kind regards
    -Splatterguy-
    I will try to look into this. But this is mostly an issue with the optimization of automatically turn off the light when it is not in screen ("culling"). You can try some other solution mentioned above like using a different image.
    twosnakes said:
    Hey @Shora, how are things looking on the optimization front(MV)?
    I think the optimization is already pretty good in the lastest 1.9.1 version, did you still get worse FPS? Can you send some performance profile in your application?
  13. thanky shora : )
  14. hello! can somebody help me with my problem? lights are working but main hero just can't move. he don't react on any buttons
  15. It is currently implemented, but if you have some knowledge with Javascript you can directly modify the code to give light to any Game_Character you want.

    I don't know how to do this XD
  16. Hey everyone, this might be something obvious I've overlooked, but how do you assign the player to have its own light?

    Nevermind, I figured it out! For anyone stuck, you have to have an item in your inventory that has the [light] tag in the comments. You can then add or remove the item to control if the light is on or off, and you can make it a Hidden Item in the item options so the player doesn't see that it's there.
  17. Hi Shora! Is there a way to disable lights by default and only enable them on a specific map, like a map with notetag [lighting on]?
  18. @SangHendrix why not using the scriptcall to disable it and erase the event?
    with a conditional branch, you can control it there too, so it doesn't need to remember
    the MapId when ON or OFF.
  19. ShadowDragon said:
    @SangHendrix why not using the scriptcall to disable it and erase the event?
    with a conditional branch, you can control it there too, so it doesn't need to remember
    the MapId when ON or OFF.
    If you have a lot of maps then you'd need to call that script on every map, which is not ideal and not the quickest way, because the plugin is enabled on all maps by default. Regardless of that, I've figured out how to make it disabled by default and only enable it on a map with note [lighting on].

    Here's how if someone needs it:
    Find this line: this.lightingState = !$gameLighting._disabled,
    And change it to: this.lightingState = false,
  20. I thought there was a comment tag to set the status of the event light
    to OFF as well by switch or comment to turn them on.

    it depends how the mechanic work and if they stay ON when you transfer
    back to the map.

    glad you get it working though.