I'm not sure if I missed it if it was already discussed earlier, but is it possible to darken the shadows/unlit areas? I'm experimenting with the lighting and was just wondering if it was possible to have some areas absolutely pitch black.
MZ - [MZ & MV v1.9.7] Shora Lighting & Shadow System
● ARCHIVED · READ-ONLY
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Plugin Command "Set Map Ambient" isn't working for me... When I go to the actual plugin and change "Map Ambient" to a color it works, but not when I using it in a plugin command in an event... is this feature broken?
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Hey there, I've been getting this weird bug when I use both the Region ID's and the Tile IDs. It wont let me light up the front of a tile when I'm in front of it... well, it lets me light up SOME of the front but never the bottom most tile, leading to a weird shadow effect. I'm not sure what's causing the issue as I've enabled the Z-axis check and all other basic settings. But no matter what project I use it causes the same bug. Is there a setting I may have missed?
I feel like I'm just missing something. I've tried to adjust every setting but the result always looks like this.
Nope, looks like it might actually be a bug. I checked the Demo and it has the exact same problem.
My guess is that there's an issue with the Pixi library. But otherwise I have no clue.
That kinda sucks but I can still use the lighting without the shadows... Though, I'm hoping for a solution eventually cause the shadows are the best part about the plugin. -
I also have issues with the latest version, but I have no issues with 1.9.1. Since I don't expect an update soon (no offense, Shora, it's all good), maybe try that one? I think the differences are minimal.Hey there, I've been getting this weird bug when I use both the Region ID's and the Tile IDs. It wont let me light up the front of a tile when I'm in front of it... well, it lets me light up SOME of the front but never the bottom most tile, leading to a weird shadow effect. I'm not sure what's causing the issue as I've enabled the Z-axis check and all other basic settings. But no matter what project I use it causes the same bug. Is there a setting I may have missed?
I feel like I'm just missing something. I've tried to adjust every setting but the result always looks like this.
Nope, looks like it might actually be a bug. I checked the Demo and it has the exact same problem.
My guess is that there's an issue with the Pixi library. But otherwise I have no clue.
That kinda sucks but I can still use the lighting without the shadows... Though, I'm hoping for a solution eventually cause the shadows are the best part about the plugin. -
HI, It seems like [ambient] map notetag is not working in RPG Maker MV. I tested it in my game and in demo project from itch.io.
Can you send the js file of this version, I can't find a download link :(I also have issues with the latest version, but I have no issues with 1.9.1. Since I don't expect an update soon (no offense, Shora, it's all good), maybe try that one? I think the differences are minimal. -
Here's version 1.9.1. Hope this helps :)
Can you send the js file of this version, I can't find a download link :( -
For those encountering this crash in the 1.9.7
I fixed it by going modify the updatePosition() at line ~1914 toSorry I encountered a crash.
It occurs when a battle ends while I have pixi.js installed.
Thanks in advance for the help.
JavaScript:That stopped my game from crashing when leaving battle, when battle lighting is on.updatePostion() { try { this.x = this.character.x + (Graphics.width - Graphics.boxWidth) / 2; this.y = this.character.y + (Graphics.height - Graphics.boxHeight) / 2 - 40; }catch (e) { this.x = -1000; this.y = -1000; } } -
Sir, you are a saint!For those encountering this crash in the 1.9.7
I fixed it by going modify the lines at ~1914 to
JavaScript:That stopped my game from crashing when leaving battle, when battle lighting is on.try { this.x = this.character.x + (Graphics.width - Graphics.boxWidth) / 2; this.y = this.character.y + (Graphics.height - Graphics.boxHeight) / 2 - 40; }catch (e) { this.x = -100; this.y = -100; } -
Hey there, I've been getting this weird bug when I use both the Region ID's and the Tile IDs. It wont let me light up the front of a tile when I'm in front of it... well, it lets me light up SOME of the front but never the bottom most tile, leading to a weird shadow effect. I'm not sure what's causing the issue as I've enabled the Z-axis check and all other basic settings. But no matter what project I use it causes the same bug. Is there a setting I may have missed?
I feel like I'm just missing something. I've tried to adjust every setting but the result always looks like this.
Nope, looks like it might actually be a bug. I checked the Demo and it has the exact same problem.
My guess is that there's an issue with the Pixi library. But otherwise I have no clue.
That kinda sucks but I can still use the lighting without the shadows... Though, I'm hoping for a solution eventually cause the shadows are the best part about the plugin.
I've been having the same issue. I've found that if you replace the section on line 3000ish from
Code:let x3 = Math.min(0, Math.max(this.lower[y].length, Math.floor(x1 / tw))), x4 = Math.min(0, Math.max(this.lower[y].length, Math.ceil(x2 / tw))); return Math.min(this.lower[y][x3], this.lower[y][x4]);
to
Code:return Math.min(this.lower[y][Math.floor(x1 / tw)], this.lower[y][Math.ceil(x2 / tw) - 1]);
then it works again, but I don't know if the new code was fixing some other bugs... -
Well, figured out how to disable shadows on a map by map basis, Thanks to Sang Hendrix.
it remains disabled unless [lighting on] is in the map notes. Now, can anyone please give me a way to make it switch on in a day and night cycle? As in off during the day, and on during the night.
Please explain step by step. -
I'm absolutely loving the plugin, it's been a real game changer with setting the mood for my game.
But is there any way to tint the screen with a colour that fades in?
I have a day/night cycle, but the way I have it set up right now just forces the ambient screen colour to a specific value when the time is a certain number of hours as a common event for each time of day. This causes very abrupt colour changes rather than gradual fade ins like the Tint Screen function has.
I'm currently using:
Script: $gameLighting.setMapAmbient("#1A1E30", 120)
to set the screen colour.
On the official Shora's Lighting System download page it says that you can use:
tint <eventId> <color> <ticks> <transition type>
which I assume tints the screen the same way the RPG Maker MV tint screen function does it, but I can't get this to work for whatever reason. There is almost no documentation on how to use these plugin commands and the demo version of the plugin doesn't have this command being used anywhere as far as I can tell.
Has anyone else used this plugin and successfully got these commands to work?
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Hello, is there is any way to have it so that the default status can be turned off and then turned on?
Right now I have the light itself set to spawn with an event spawner (with the event being [Lighting default]) and that works if it is on, but the whole screen has to be hell of dark for it to work, which isnt viable for a light to dark.
BUT if that event spawns when the default setting is turned off the light wont load and there's a "cannot read property of addlight of null" error.
So basically unless the default status is on the the [light] command crashes.
The problem is that I can not see anywhere where there is an option to have an "on" command. Which doesnt make sense to me since the plug in has an off option but crashes an references if its off.
If there was a way to turn the plugins light status to on that would help but there isnt.
EDIT: I figured out the spawn system, but regardless of using a spawn or a switch. As soon as the event that turs the light effects on is active all inputs are turned off. I am unable to move or open menu ext. -
So, when I compare the demo of the latest versions 1.9.5 and 1.97, I see a bug with the shadow on the wall and with the tree that's "in front" of the wall but seems to be influenced by the wall behind it. Shora hasn't reported back since last year, but I hope he/she reads this and fixes the bug (no offense, thanks anyway for this great plugin).
For now, it's better to stick with version 1.9.5.
PS: When I try version 2.0 from GitHub, I get an error: ReferenceError
$gameLighting is not defined -
Help... Why i get this error? Version 1.9.7 ShoraLighting
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Same here on 1.9.5. The all seem to flicker every few seconds for a tiny little moment
Is there a way to make a specific light not flicker? They all seem to do so for a frame. -
I figured it out. It's in the plugin parameters. Under [Lights Default] -> [Advanced Animation], set Flicker to false.Same here on 1.9.5. The all seem to flicker every few seconds for a tiny little moment
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turn off Olivia_AntiPlayerStress plugin or move it below/above Shora_Lightning.Help... Why i get this error? Version 1.9.7 ShoraLighting
I don't get the error, but also dont use Olivia_AntiPlayerStress.
Edit:
on using this (this might or might not work, but on Ocram_Passages plugin,
this works of a strange behavior as the light is never destroyed.
on line 1269, replace the scanLight function with this one (patch by Ocram).
JavaScript:_.scanLighting = function() { let note = ''; let lightingParams = {id: 0}; if ($gameParty.leader()) note = $gameParty.leader().actor().note.split('\n'); for (let line of note) Shora.CallCommand(lightingParams, line); if (lightingParams.name) { this.setLighting(lightingParams); } else { lightingParams = {id: 0}; for (const item of $gameParty.items()) { const note = item.note.split('\n'); for (let line of note) Shora.CallCommand(lightingParams, line); if (lightingParams.name) return this.setLighting(lightingParams); } if (this.hasLight) { // added condition this.hasLight = false; // only made it false, never destroy the light. $gameLighting.remove(0); this.lighting = null; this.lightingParams = {}; } } } -
Need help... Light from battle still present even after not battle... My game is like Soulslike where every death respawn at some place safe. So i use SRD_Gameover core to play common event after image that said "You Died" then respawn at checkpoint. So...is there way to maybe refresh the map lighting?
Before Death:
When Battle:
After death and respawn:
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try the patch given that I shared (as the patch is from Ocram).Need help...
it might be there because the light is never destroyed, test the code and
see if that solve your issue.
if not, we can check further. -
But i'm not using Ocram plugins