In the map's note tag section, add [lighting off] and that should turn the lighting off for that map if it doesn't need the lighting at all for your whole project. ^^
MZ - [MZ & MV v1.9.7] Shora Lighting & Shadow System
● ARCHIVED · READ-ONLY
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Thanks, it works ^^. It was more simple of what I was imaginingIn the map's note tag section, add [lighting off] and that should turn the lighting off for that map if it doesn't need the lighting at all for your whole project. ^^
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I noticed with the newest update, lighting flickers while the player changes Y direction using non standard movement speeds. In my game I can adjust player speed by % on items, and anything other that the set movement speed rates causes all lighting to glitch out. This was not present on 1.9.5. This only happens when moving in any vertical way, not horizontally.
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Let me start off by saying that the plugin that @Shora created is fantastic... I would love to use it for my game. If only I knew how to use it properly...
I've been using Community Lighting for a long time now and I love the way it looks... But hate the performance issues it has. I've been looking for an alternative that can produce the same or similar results. I have looked at this plugin a few times, but have never been able to get it to work for me [the lights won't turn on, lights too bright, lights look unnatural, etc.]
I just can't get it to work for me at all... or at least I'm pretty sure it me that's doing something wrong since I don't understand the settings. The wiki is a little space on details and I'm lost.
Personally, I would love to have Community Lighting fixed so the performance issue is fixed or mitigated a lot. But unfortunately, I doubt that will happen...
I would love to have this plugin be a replacement since I like the shadow function... Though it doesn't seem to have the shadow function on events like ExHydras Shadow plugin does, but I might be able to use both.... Maybe.
I want the plugin to produce these kind of results:
Any help anyone can give is appreciated. I would to have more in depth instructions if possible something that goes through all the settings and explains them in detail would be great.
Thanks in advance... -
Hi !
Thanks for the work on this plugin, I'm using 1.9.5 and noticed in the console the mention
"Please use the new syntax for lights comment:
[<name> -<param1> <value1> -<param2> <value2>"
when entering a map, one mention per light on map.
And when using the flashlight, it spams the console and lag :
screenshot
Anyone already had this issue ? -
First of all thanks a lot for this incredible pluging @Shora .
Now, I was testing the tester map especiafically the "battle tag", picking up or not the lantern when I start a fight the screen remains dark.
How to make the light appear - don't necessary be the lantern, but for the others too *torch, sun light, etc). Or how to desactivate the plugin during fights? -
Or how to desactivate the plugin during fights?
It would be great to be able to do this. Battles are just way too dark and there doesn't seem to be any way to light them. -
This message shows up also in the demo by the wayHi !
Thanks for the work on this plugin, I'm using 1.9.5 and noticed in the console the mention
"Please use the new syntax for lights comment:
[<name> -<param1> <value1> -<param2> <value2>"
when entering a map, one mention per light on map.
And when using the flashlight, it spams the console and lag :
screenshot
Anyone already had this issue ?
Also can't find the 1.9.6 version, only the 1.9.5 is it normal ? -
And when using the flashlight, it spams the console and lag :
View attachment 309137
Anyone already had this issue ?
I'm using san analog movement, maybe the flashlight can't track movement and is updated every frame ?
Also when changing direction, the light change size like the image reloads
Is there a way to show a fixed light on the player how doesn't change with direction ?
Edit:
by deleting this line I managed to prevent the light to update constantly and block the pop up error to stack but if I change map there's no light on the player anymore
Edit 2:
screenshot[/SPOILER]
with both these lines erased the player light doesn't change size or glitch and the error message who spam like 100times in 3sec disappears but not sure It doesn't still use unnecessary resources under the hood -
Hey all, just wanted to start by saying thank you to Shora for what seems to be a really excellent lighting system for RPG maker. I'm new to the scene, and do not have much programming experience at all so I'm having some difficulty achieving... Anything thus far. I've spent a few days now fiddling on my own (using the light images included in the demo) as well as digging through the demo to try and make heads and tails of how to edit lights.
The issue I'm having is that [light] is the only thing that works for me, and turns on the basic light found in the light images included with the demo. Within the demo I'm seeing a lot of things like [light pink] or [light under] or [light -r 150], but unfortunately none of these modifiers work in my own project. Even images included in the demo such as [flashlight] unfortunately do nothing. Mostly what I'm looking to do is just change colors, radius, and angles of lights, nothing super fancy.
I feel like I'm just missing something very, very basic but I can't for the life of me figure out how to begin doing much else than putting [light] on an event and calling it a day.
Any help would be greatly appreciated, I really just need a slight beginners push into how to begin editing these lights and I'll be golden. Hope to hear from some of you, and thanks again Shora! My issues having nothing to do with your work and only my own ineptitude. -
Wanted to give @Shora a shoutout with how amazing your lighting looks in my game! Just finished an arcade, and I'm using various colors and lights for each game, plus the neon along the walls. Looks great! Thanks for this amazing plugin, Shora!
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This was very helpful! I'm actually trying to tie my players light to a lantern they can switch on and off from their key items tab. I cannot seem to get this to work at all. Could you help give me an example of how to set it up?View attachment 269355If you want the flashlight to work only when the player actually has the "Flashlight" item, it's even simpler than that! Make an item in the Database (mine is called Torch, since I'm Australian :p). Set it up to be a key item, and add the note [flashlight].
What this does is place the "flashlight" light on the player if they have this item in their inventory, and removes the light if they lose the item. To setup the "flashlight" settings, check the -ShoraLighting- plugin settings again, and look for a setting called [Lights: Custom]. In that setting there should be a light called flashlight that you can adjust the settings for. If the list of custom lights is empty, you can double-click empty space to make a new one (you will need to call it flashlight), or copy the ones from the -ShoraLighting- example project. -
So on installing the newest version of the plugin, I'm noticing that the ability to make the lights pulse and flicker seems to be broken? No matter what I change in the animation settings, the lights no longer flicker or pulse. There is also an issue where the flashlight no longer changes direction with the character sprites when they turn.
The Demo appears to still be using the 1.9.5 version, where the animations still work. When I copy the 1.9.6. version of the plugin into the demo, it exhibits the same problems as above. I know it's a bit late to report on this since you did the updates months ago, but I wasn't able to get a good look at it until now due to college. -
Ok guys I've made progress and I have a more direct question. I'm trying to make a lamp that the player can toggle from their key items tab. Ithink my problem is that my lampused switch is always reading off...I think. When I first start the game the lamp is off and I use the lamp once and it lights up. Great! But then every time I use it, it stays on and says you lit the lamp instead of toggling off. Can anyone help me fix my code as I think I'm misusing a switch somewhere.
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Hello. Is there a way to fully turn off tinting in this plugin? I already have day/night plugin and it make my game very to tinted all the time.
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I noticed a similar issue where I was using the stand-alone plugin directly from the itch Io download, and most of the note tags and plugin functions related to editing lights were not working: I couldn't shrink the lights (with note tags or functions), the lights weren't flickering, and in general I was ripping my hair out trying to figure out if I had plugin conflicts or had the wrong version of core js files. The solution ended up being the same as yours: use the plugin file directly from the demo instead of the Itch one, and suddenly things started working as expected.So on installing the newest version of the plugin, I'm noticing that the ability to make the lights pulse and flicker seems to be broken? No matter what I change in the animation settings, the lights no longer flicker or pulse. There is also an issue where the flashlight no longer changes direction with the character sprites when they turn.
The Demo appears to still be using the 1.9.5 version, where the animations still work. When I copy the 1.9.6. version of the plugin into the demo, it exhibits the same problems as above. I know it's a bit late to report on this since you did the updates months ago, but I wasn't able to get a good look at it until now due to college.
I've stumbled upon two bugs in the 1.9.5 version from the Demo project (unsure if these are 'fixed' in the 1.9.6 version, but I'm not using that version due to me encountering more fundamental issues that I mentioned in my previous post).
The first bug is that I can't get the shadow on/off plugin command to work, but that's relatively minor as I don't have any plans to turn shadows on or off on a light source after it has been initially set as on or off (and I can always just swap out the light source for a different one that has the shadows enabled or disabled if I need to).
The second bug is far more serious. When using either the plugin commands or comment tags to adjust the offset of a light source, all other light sources of the same type/name are also moved. So if you have two separate events, one with the comment tag [crystal -x 500] and the other with just [crystal], both are moved to the right by 500 pixels. If multiple events with the same light type have different offsets, it seems that the one with the highest event ID takes priority. Thankfully, lights of different types/names are unaffected, so there is a workaround: just make as many different custom lights with incremental names as you need offsets. -
For anyone having problem with pulse/flicker not working since latest update. Just remove the comment on line 1763:
// this.updateAnimation();
Change to this:
this.updateAnimation(); -
Hi !
When I put a light in comment in both event pages and the page change, the light goes black for a frame or two at the page change even if it's the same comment [lights] so it kinda flicker visually
Is there a way to have the light staying without glitch at event page change ?
Also is it possible to put a light using script call ?
Thanks ! -
Hello all,Fun new problem (less of a problem and more of a challenge):View attachment 269358 Do you know a work around/solution?
I'm having the same problem as untamedeventuality. My sprite also has quite a big head, and when he's turned up, the flashlight illuminates it.
However I can't fix this with offsets since it will look weird when the Player sprite is turned down.
Is there any way to place the light behind the player sprite when facing up, or any other fixes? Thank you for a great plugin, @Shora !
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Update v.1.9.7 (13/9/2024):
- Fix some bugs that got reported, include:
+ Animation not working. QuizicalGin
+ Both bugs reported by NavHavGav. As for the first bug, remember turning off shadow is only applied to the current event page shadow. So if you turning the page to another shadow, it's shadow status need to be set again. The second bugs have been fixed.
+ Bugs reported by @Treijim on Discord, that ambient set to #000000 are bugged. Fixed.
- Added the battle lighting features. Currently the light "default will be added for all actors and enemies in the battle. I don't really know a good way of implementing an interface for everyone to use, so if you have any idea feel free to contribute it here.
- Added default lighting status and battle lighting status in the plugin parameters.
P/S: Rememer to reopen the plugin paramenter window at least once to confirm new parameters before launching the game after updating the plugin.
P/S 2: For other bugs report that I haven't touch on, it is because either I can't replicate your problem on my project, or it can't be done. Please provide easiest instruction to replicate the bugs, preferly on the itch demo if possible, thanks!
The only way to actually have your desired effect is re-render the player sprite again after render the lighting. I don't know if it can be done easily, but I will try to include it in the next version.Hello all,
I'm having the same problem as untamedeventuality. My sprite also has quite a big head, and when he's turned up, the flashlight illuminates it.
However I can't fix this with offsets since it will look weird when the Player sprite is turned down.
Is there any way to place the light behind the player sprite when facing up, or any other fixes? Thank you for a great plugin, @Shora !
View attachment 317463