So the fix would just be to edit the script in the WeightGainSystem.js plugin than right or is there a way to make the script call for it later. I made a clean project with just the WeightGainSystem.js in and the transfer event worked fine, than added Oc ram lights and same error. I than edited the WeightGainSystem plugin and just removed the Game_Event section and the transfer worked fine with your light plugin. I'm assuming when i make the transfer event I would need to just get the code to load after the light plugin and it should fix the problem or I could just not have that section of code.
OcRam - Lights plugin (MZ/MV)
● ARCHIVED · READ-ONLY
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I would make simple check just before line 749.So the fix would just be to edit the script in the WeightGainSystem.js plugin than right or is there a way to make the script call for it later. I made a clean project with just the WeightGainSystem.js in and the transfer event worked fine, than added Oc ram lights and same error. I than edited the WeightGainSystem plugin and just removed the Game_Event section and the transfer worked fine with your light plugin. I'm assuming when i make the transfer event I would need to just get the code to load after the light plugin and it should fix the problem or I could just not have that section of code.
Code:if (!page) return; -
Well that worked thanks so much!I would make simple check just before line 749.
Code:if (!page) return; -
Hello Ocram,
Can I put a custom light on enemies and characters in battle?
Thank -
Hi and thank you for the message,Hello Ocram,
Can I put a custom light on enemies and characters in battle?
Thank
There are no individual lights in battle - only right and left light sources. -
Hi,
thank for your answer. -
How do I disable lighting during battle? I want full brightness
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Thank you for the message,How do I disable lighting during battle? I want full brightness
This should work at the start of the battle:
* Plugin command * light_bg #ffffffff
Then after battle restore original bg color. -
Hi, OcRam!
First of all, I want to thank you for the amazing plugin you made.
I think I found a bug with terrain lights. How to reproduce:
Create a new project.
Create two maps, make a transition between them.
Place the player on map 1 and any tile on map 2.
Change terrain tag of that tile to 1 and add terrain light to that tag via tileset's note:
<light1:5:256:#ccccff>
Tint the screen on the first map in any way.
Now, when you move from the first map to the second, the tile will not glow.
The problem is that the code $gameMap.initTerrainLights(); is called twice for some reason and the array _tileMapNotations is filled with nulls before it is filled with the correct elements. So the second condition inside setupTerrainLightByTag will always be false.
As a quick patch, you can add _tileMapNotations.length = 0; before for (var i = 0; i < 8; i++) { on line 1525, but you certainly know better why the double call occurs.
If necessary, I can attach an archive with the project here. RPG Maker MV version 1.6.2. -
Thank you for the message,Hi, OcRam!
First of all, I want to thank you for the amazing plugin you made.
I think I found a bug with terrain lights. How to reproduce:
Create a new project.
Create two maps, make a transition between them.
Place the player on map 1 and any tile on map 2.
Change terrain tag of that tile to 1 and add terrain light to that tag via tileset's note:
<light1:5:256:#ccccff>
Tint the screen on the first map in any way.
Now, when you move from the first map to the second, the tile will not glow.
The problem is that the code $gameMap.initTerrainLights(); is called twice for some reason and the array _tileMapNotations is filled with nulls before it is filled with the correct elements. So the second condition inside setupTerrainLightByTag will always be false.
As a quick patch, you can add _tileMapNotations.length = 0; before for (var i = 0; i < 8; i++) { on line 1525, but you certainly know better why the double call occurs.
If necessary, I can attach an archive with the project here. RPG Maker MV version 1.6.2.
Are you using light_bg plugins command for tint? Because built-in tint won't show any kind of light sources. And thank you for the compliments :) -
Would you consider converting your light plugin into MZ? I do not see the light effect plugin yet. Thank you for considering.
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Thank you for the message,Would you consider converting your light plugin into MZ? I do not see the light effect plugin yet. Thank you for considering.
Yes I will port light plugin to MZ. And maybe even add some new features. I will upload it to https://ocram-codes.net/plugins.aspx?engine=mz
And will create plugin thread at these forums. -
Yes of course. It is very easy to reproduce. If you start on a map with light sources declared through tiles, and then go to another map without them, then there will be light on the first map. If you start on a map without light sources, and then go to a map with them, then they will not work.Are you using light_bg plugins command for tint?
It looks exactly like the list of terrain light sources (declared through note field of tileset) is not updated correctly when switching between maps. -
@OcRam
Hey there will u support the new RPG Maker MZ? -
Thank you for the message,@OcRam
Hey there will u support the new RPG Maker MZ?
Yes I Will :)
And to @Warpholomey I Will check this when I get back to my computer. -
hi, OcRam. Will you make a compatible patch for Ultra Mode 7?
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Thank you for the message,hi, OcRam. Will you make a compatible patch for Ultra Mode 7?
I took a look at this and it would require understanding UltraMode7 script quite deeply. I simply don't have time for this at the moment.
@Warpholomey what version of OcRam_Lights -plugin you are using? Because I couldn't re-produce that in my demo -project for some reason. -
what version of OcRam_Lights -plugin you are using? Because I couldn't re-produce that in my demo -project for some reason.
Version 2.10. Here, I reproduced this in an empty project that I attach to the post (you just need to add the standard /img/ and /audio/ folders from RPG Maker MV 1.6.2).
Go from map one to map two: stained-glass window will not glow, although it has a terrain tag and the tileset has a note with lighting settings.
Try adding _tileMapNotations.length = 0; before for (var i = 0; i < 8; i++) { on line 1525 in OcRam_Lights.js — everything will work as it should. -
Thank you for the message,Version 2.10. Here, I reproduced this in an empty project that I attach to the post (you just need to add the standard /img/ and /audio/ folders from RPG Maker MV 1.6.2).
Go from map one to map two: stained-glass window will not glow, although it has a terrain tag and the tileset has a note with lighting settings.
Try adding _tileMapNotations.length = 0; before for (var i = 0; i < 8; i++) { on line 1525 in OcRam_Lights.js — everything will work as it should.
Here is also empty project (RMMV 1.6.2) with OcRam_Lights v2.10 and terrain lights works without any problems... Can you confirm it's working on your environment?
Edit: Also requires audio, img etc... default media folders -
Oh, this is really sad, hope it will come true one day!Thank you for the message,
I took a look at this and it would require understanding UltraMode7 script quite deeply. I simply don't have time for this at the moment.