Thank you again Terrax (and Happy New Year!)
I thought you would be interrested to see how I use your script in my game:
Takes some time to carefully set everything, but still a great improvement versus the old technic with pictures.
I'll still use this previous method for specific maps (like complex parallax level design), but for this kind of tile map it's great!
Terrax Lighting system
● ARCHIVED · READ-ONLY
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Got it to work but how do I disable and enable the light around the player?
NVM got it.
Got another problem as soon as I type this 'Tint set #555555' in an event on parallel it fades to back to black all over.
Solved didn't read part of the help file... -
I got a problem with the new plugin update. about the screen resolution before (1.2.1) it worked and now its just a square ( probably like default resolution)
and i have a suggestion too.
you use the notetags for the event. but can you make it able to do it with the comment tabs too. <
Because right now i have a portal that i want to shut down the light when it is off . but currently with the event the light is always off
and with the Light on 1, Light off 1 its okay but when i put the switch or variable on , the light do not open
thanks -
Looks realy nice, Happy new year to you as well.Thank you again Terrax (and Happy New Year!)
Takes some time to carefully set everything, but still a great improvement versus the old technic with pictures.
I'll still use this previous method for specific maps (like complex parallax level design), but for this kind of tile map it's great!
You can manualy adjust the screensize settings when you install the script in the plugin manager, Adjust Screensize X and Screensize Y in the settings.I got a problem with the new plugin update. about the screen resolution before (1.2.1) it worked and now its just a square ( probably like default resolution)
and i have a suggestion too.
you use the notetags for the event. but can you make it able to do it with the comment tabs too. <
Because right now i have a portal that i want to shut down the light when it is off . but currently with the event the light is always off
and with the Light on 1, Light off 1 its okay but when i put the switch or variable on , the light do not open
thanks -
Hi, Terrax. Unfortunantly, as the event is copied to different positions set by the player during the gameplay, I think it would not be possible to know the event's X and Y. Huddell's lighting scrypt has a script call like "light this event" that makes it possible. But your plugin has more features that would be interesting for me.New version (1.2.2) now available
http://mvplugins.com...Lighting System
Version 1.2.2
* Very small update, screen resolution settings to improve performance
* Tint variables are global now, so they can be set from other day-night plugins
He has made a lot of plugins.. you will have to point me in the right direction.
I've taken a look at it, but its not that simple (the script doesn't copy tags etc), however i might have a solution that will do the job, but it will not work for moving events. I can create a plugin command that will create a (temporary) light at a certain X,Y coordinate.
So after calling : copy event 8 to position 12 22.
You could call : create light 12 22 150 #FFFFFF
Would that solve your problem or do you mainly use it for moving events?
This can be solved by adding 3 lines to the TDDP plugin. You can ask the author to include them, or include them yourself.
Edit the function that starts on line 100 of the script.
//============================================================================= // Spriteset_Map //============================================================================= Spriteset_Map.prototype.createLowerLayer = function() { Spriteset_Base.prototype.createLowerLayer.call(this); this.createPicturesLayer('bottom', this._baseSprite); this.createParallax(); this.createPicturesLayer('below_tilemap', this._baseSprite); this.createTilemap(); this.createPicturesLayer('below_characters', this._tilemap); this.createCharacters(); this.createPicturesLayer('above_characters', this._tilemap, 8); this.createShadow(); this.createPicturesLayer('below_weather', this._tilemap, 8); if (Imported.TerraxLighting) { // Add these 3 lines this.createLightmask(); // And make sure TerraxLighting } // is above TDDP in the plugin-list. this.createWeather(); this.createPicturesLayer('top', this); this.createDestination(); }; -
I've taken a look at the Custom Event plugin, and unless your using the 'Copy to random region' you always have to supply x and y coordinates for the event, so you could also use a function that creates a light at the same position.Hi, Terrax. Unfortunantly, as the event is copied to different positions set by the player during the gameplay, I think it would not be possible to know the event's X and Y. Huddell's lighting scrypt has a script call like "light this event" that makes it possible. But your plugin has more features that would be interesting for me.
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Hello. First of all I would like to thank you for this great plugin. It would be great if you could add a changelog to the first page (couldn't find it anywhere); I took the liberty of compiling every update you posted here:
Version History
Version 1.2.2
* Very small update, screen resolution settings to improve performance
* Tint variables are global now, so they can be set from other day-night plugins
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Version 1.2.1
* You can add two optional commands for brightness and direction
* Light 200 #FFFFFF B50 increases the brightness with 50%. Value between 0 and 99.
* Light 200 #FFFFFF D1 will give half a lightglobe for lightsources placed on walls.
* 1. For lights on north walls, light will face down.
* 2. For lights on east walls, light will face west.
* 3. For lights on south walls, light will face north.
* 4. For lights on west walls, light will face east.
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Version 1.2.0
New :
* TileLight and RegionLight settings
* To create lightsources without using events you can use the following plugin command.
* TileLight 1 ON #FFFFFF 150 Will create a lightsource (color #FFFFFF radius 150) on all tiles with tile-tag 1.
* TileRegion 1 ON #FFFFFF 150 Will create a lightsource on all tiles with region-number 1.
* TileLight 1 OFF will turn off the lights on tile-tag 1 again
* TileRegion 1 OFF will turn off the lights on region-number 1 again
* TileFire and RegionFire works the same as TileLight, but with fire effect.
* Make sure your map still has at least one event with lights in it, otherwise the script will not run.
*
* TileBlock and RegionBlock settings
* To block lights on certain tiles (roofs for instance) you can use the following plugin command.
* TileBlock 1 ON #000000 Will block light on tiles with tile-tag 1.
* RegionBlock 1 ON #000000 Will block lights on tiles with region-number 1.
* TileBlock 1 OFF and TileRegion 1 OFF turns off the blocking again.
* To darken but not completly block light use a slightly higher color setting (#333333) for instance.
* This function does not raytrace. If the players lightradius is bigger then the blocking tiles the
* light will show on the other side. For the best effect keep the lightradius a bit smaller then the block section.
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Version 1.1.9
Fixed : Flashlight issues
Added : You can set the density of the beam.
Use plugin command 'Flashlight on 8 12 #FFFFFF 4' where
8 = beam length
12 = beam width
#FFFFFF = beam color
4 = beam density (make sure the beam density is never bigger then the beam width setting)
'Flashlight on 8 12 #FFFFFF 11' will give you a very solid beam without softness effect at the edge.
'Flashlight on 8 12 #FFFFFF 1' will give you a beam with maximum softeness at the edges.
I've also made a new area that shows work in progress on the tile-block and tile-light script i'm working on, i'm still working on the settings and saves, so its only to show how it works.
In the demo it blocks light to the roof and the lantern isn't a event but a tile.
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Version 1.1.8
Fixed : Lots of bug fixes for moving events.
Non moving events can have flashlights now as well (extra option to set the direction until i can figure out the direction of non-moving events from the data)
A bit of new code in the shrinking/growing orbs to control speed (thanks gattsbr)
Daynight setting can be set in the note-tag of the map now, as well as in a note-tag on an event as before.
New : The Tint system.
* As an alternative to the daynight cycle you can use the tint system. If you want to use another plugin for the day/night cycle, the tint option is probably best to use.
* The plugin command 'Tint set #333333' will make the room less dark (this replaces the lightsource with the very large radius for a not-so-dark effect.)
* The plugin command 'Tint fade #777777 5' will fade the color from the current tint color to the new, the last number (5) is the speed of the fade, were 1 is a fast fade and 20 is a slow one.
* If an map has a daynight cycle system, the tint system is disabled (they don't mix well).
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Version 1.1.7
Fixed : Bug with hour setting fixed. (minutes can be ommited now)
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Version 1.1.6
Fixed : Bug with fire effect not saving correctly
Enhanced : DayNight system
* If you want to use the time of day to trigger effects (like turning on lights when it gets dark)
* you can use the parameters 'Save DaynightHours','Save DaynightMinutes','Save DaynightSeconds'
* The default is 0, which means its off.
* If you set DaynightHours to a value,5 for example, it will store the hour value inside game variable 5.
* You can then use that variable to trigger lights.
* To help syncing/debugging the time system you can use scriptcommand 'daynight debug' to display the current time.
* If you want to go 'alien world' and stuff, you can change the number of hours in a day with
* script command 'daynight hoursinday 48' (for 48 hours in day, don't forget to fill in the hour values)
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Version 1.1.5
Minor update
Included compatibilty with a soon to be released new script.
Included configure fire-effect.
* You can configure the fire effect with the plugin command 'SetFire 7 10'
* Where 7 is the radius change and 10 is the shift in color from red to yellow.
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Version 1.1.4
Added: Flashlight enhancements.
To use a flashlight effect use 'Flashlight on 8 12 #FFFFFF' and 'Flashlight off'
(the last 3 numbers are optional, the default will be used if ommited)
Moving events can also use the flashlight effect. Use 'Flashlight 8 12 #888888' in the note-tag.
Where 8 is the length of the flashlights beam and 12 is the width of the beam. The last value is the color of the beam, use grey values to create a dimmer beam.
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Version 1.1.3
Fixed
A number of variables (flashlight,fire) and arrays (switches and daynight settings) get saved to the save-game
and restored on load
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Version 1.1.2
Small update to fix some bugs.
Fixes : Problem with lights warping from one end of the map to the other
Fixes : Light not coloring at radius below 100
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Version 1.1.1
Fixes :
Game parameters are no longer used for saving data (Mega thanks to Schlangan for suppling the code)
The Time of Day can still be stored in a game variable, but the default is off (0). If you want to trigger lights when it gets
dark it can be usefull. Just reserve a game variable and set the 'Save DaynightCycle' to the variable you want to use when
you install the plugin.
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Version 1.1.0
Mostly bugfixes and making sure that when a game is saved, lightradius and timeofday are restored to the correct values.
Watch the new parameters when you are adding the script. The script takes game variables 10 and 11 to save values. If you
already used variables 10 and 11 for your game, don't forget to adjust the parameters to free variables or they will be overwritten
by the script.
The speed of the daynight cycles has a clearer definition now.
'daynight speed 50' means that 1 hour will take 50 seconds in the game, so one day will take 50 * 24 = 1440 seconds = 20 minutes realtime.
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Version 1.0.9
Fixed: Moving events now with moving lightsources *thanks Vengarus, you made me see the light*
Fixed: Daynight cycle now keeps running even when your in maps without the cycle.
New:
You can save the day-night cycle to a game variable so the state will be saved when you save a game
Plugin command : 'Daynight save 5' will save it to game variable 5 (make sure you reserve it)
Ps. For the moving lightsources i needed to overwrite another core function, this could give problems
if other plugins overwrite this function as well, let me know if your moving lightsources don't move.
The overwritten function is : Game_CharacterBase.prototype.updateMove.
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Version 1.0.8
Fixed: Growing/shrinking lightsources now grow relative (about 5 seconds).
New:
Day and Night cycle.
On the map put a trigger with 'Daynight' to activate a day-night cycle on the map
Plugin command : Daynight speed 5 : change the speed of the cycle
0 = stop cycle
1 = very fast (about 24 hours in 12 seconds)
2 = fast (about 24 hours in 24 seconds)
etc.. find the value you like by testing.
Plugin command : Daynight hour 16 : change the hour of the cycle to 16:00 hours
Each hour has its own color, from hour 0 to hour 23. Each can be defined with its own color.
You can change the color of each hour with a plugin command. However, it might be
easier to edit the script itself. You will find the color array at the start of the script : daynightcolors
Plugin command : Daynight color 0 #222222 : change the color of 0:00 hours to almost black
Plugin command: Daynight color 1 #222222 : change the color of 1:00 hours to almost black
So the change all color from the default you have to do 24 plugin commands.
(but then again, you probably have to set it only once).
See the demo for the effect and speed options.
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Version 1.0.7
Fixed:
Fire will flicker a little less fast to reduce the strobe effect
New:
You can completly turn off the script with the plugin command: 'Light deactivate'
And you can turn it on again with the plugin command: 'Light activate'
New:
You can slowly grow or shrink the player radius with the plugin command 'Light radiusgrow 100 #FFFFFF'
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Version 1.0.6
New:
If you replace the light keyword with fire, your lights will have a flicker
So Light 150 #FFCC00 becomes Fire 150 #FFCC00.
New:
First experiment with a flashlight, it's not perfect yet, the directional movement of the light is to quick, i might
need to animate it from one side to the next, take a look and tell me what you think (it's in the chest in last room of the demo).
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Version 1.0.5
Version 1.0.5 has some bug fixes and a way to automaticly or manualy reset all the light switches on the map.
Use the plugin command : 'Light switch reset' to reset all manual lightsouces to the default 'off'
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Version 1.0.4
Due to popular demand, the game switches have been removed and replaced by a script system.
* Give the lightsource the normal def : Light 250 #FFFFFF and an extra number so it becomes 'Light 250 #FFFFFF 1'
* To turn on this light use plugin command : 'Light on 1'.
* The plugin command will also trigger SelfSwitch 'D' on the targeted light(s).
* To turn off the light use plugin command : 'Light off 1'.
* See the demo for an example.
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Version 1.0.3
Added :
You can turn on and off lightsources by using switches
To turn on lightsources in the game, do the following, give the lightsource the normal def : Light 250 #FFFFFF and an extra number so it becomes
'Light 250 #FFFFFF 1' , the 1 indicates it will turn on when switch 0001 turns on,and off when it turns off.. see the demo for an example
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Version 1.0.2
Added :
You can create a completely dark dungeon by putting in a lightsource with radius 0
You can alter the lightcolor of the player with the script command : Light radius 100 #FFFFFF (100=radius, #FFFFFF=lightcolor)
Added new rooms to the demo to show the effects and how to code them.
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Version 1.0.1
Fixed some typo's and included a script to alter the radius with a plugin command.
(Light radius 100 changes the radius from the default to 100) -
Terrax, I know this is "heretic" idea, but how hard would be rework your plugin to Version 2 - and instead of "NOTE TAG" use "event commentary tag" using way like yanfly has its mini label ????http://yanfly.moe/2015/12/08/yep-40-event-mini-label/
(or ADD it as an optional)
What I am saying - i have thousands of enemies roaming my world, Lots of them has their light source. Somtimes based on plot and progress I light their lights on/of INDIVIDUALLY (which is pain to keep track which NPC has which "on of switch number" - if he is killed I also must disable his light as he does not exist anymore.
On other side - id you use commentary tag - when I use another event page - i can not only have different event pages with ON OFF options but also every event page can have different light color, radius etc.
Sorry for my crap english, I hope you understand my point. -
Love the script. The only issue is the game lags like crazy for me when I use it. I haven't tested outside of Rpg Maker, I'll do that tomorrow.
The game moves like I have 99 parallel events. I have a laptop that is better, which I will test on tomorrow also. -
Is it possible to turn off DayNight cycle trough the Plugin Manager instead of a Plugin command... Like a on/off option or least make a separate addon for it for those that don't want to use it for the Cycle?
I mostly wanted this plugin for its lighting options and much more easier to setup, but the "Daynight Speed 0"/"daynight debug" doesn't work with parallel/Auto events with or without switches.
And when saving and reloading save file the cycle will just continue again but in a much sloooooooooooooooower pace that will eventually ruin rest of the maps either way at some point.
I even tried to recreate some of your maps on fresh different projects but even in the "Indoors" the cycle affects the light settings i want on the map, that's the part i can't figure out how you make separate maps unaffected by the cycle even when i check the setup from the demo. ;-;
I don't want to have a event that the player needs to Player Touch/Action Touch or maps filled with region trigger's to deactivate the Cycle.
Otherwise beside the Cycle, i like this plugin a lot if it weren't for that feature working against me. x,D
Edit: The DayNight cycle on any map activates by itself and disable any Tint plugin command WITHOUT 'Daynight' Trigger or Map note, it is simply living its own life. :(
I am using Yanfly plugins only beside this one, i don't get a error message or anything. Not sure what order in the manager it should be so i have it above every Yanfly plugins. but so far when it comes to DayNight Cycle it does the complete opposite for me when i want it to be off, and keeps setting itself on in any map. ;_;
--->Just trying to achieve to be able to see little trough dark with Tint set #333333 or #777777, but all it does it keeps fading back to its original Abyss black darkness slowly beside the lighting globes around Player or events set with it, even tried waiting for a full cycle to see what it would happen but it remains complete dark even after 2 cycle.. So i have no clue what i am doing wrong...<--- -
Hi, is there a way I can configure the direction light effects onto vehicle events or normal events in general?
I'm hoping to achieve car lights. -
Thats probably a a good idea, keeping documentation has never been my strongest pointHello. First of all I would like to thank you for this great plugin. It would be great if you could add a changelog to the first page (couldn't find it anywhere); I took the liberty of compiling every update you posted here:
I understand, but its not easy, maybe in the future :)Terrax, I know this is "heretic" idea, but how hard would be rework your plugin to Version 2 - and instead of "NOTE TAG" use "event commentary tag" using way like yanfly has its mini label ????http://yanfly.moe/2015/12/08/yep-40-event-mini-label/
(or ADD it as an optional)
What I am saying - i have thousands of enemies roaming my world, Lots of them has their light source. Somtimes based on plot and progress I light their lights on/of INDIVIDUALLY (which is pain to keep track which NPC has which "on of switch number" - if he is killed I also must disable his light as he does not exist anymore.
On other side - id you use commentary tag - when I use another event page - i can not only have different event pages with ON OFF options but also every event page can have different light color, radius etc.
Sorry for my crap english, I hope you understand my point.
The script uses some graphical functions that are 'heavier' then normal rpgmaker functions.. no way around it i'm afraid.Love the script. The only issue is the game lags like crazy for me when I use it. I haven't tested outside of Rpg Maker, I'll do that tomorrow.
The game moves like I have 99 parallel events. I have a laptop that is better, which I will test on tomorrow also.
The tint system and day-night system don't work together, you have have to choose.Is it possible to turn off DayNight cycle trough the Plugin Manager instead of a Plugin command... Like a on/off option or least make a separate addon for it for those that don't want to use it for the Cycle?
You should be able to configure the flashlight effect to look like a vehicle light.Hi, is there a way I can configure the direction light effects onto vehicle events or normal events in general?
I'm hoping to achieve car lights. -
Thank you.Kilitar, on 06 Jan 2016 - 8:40 PM, said:

I understand, but its not easy, maybe in the future :)Terrax, I know this is "heretic" idea, but how hard would be rework your plugin to Version 2 - and instead of "NOTE TAG" use "event commentary tag" using way like yanfly has its mini label ????http://yanfly.moe/20...ent-mini-label/
(or ADD it as an optional)
What I am saying - i have thousands of enemies roaming my world, Lots of them has their light source. Somtimes based on plot and progress I light their lights on/of INDIVIDUALLY (which is pain to keep track which NPC has which "on of switch number" - if he is killed I also must disable his light as he does not exist anymore.
On other side - id you use commentary tag - when I use another event page - i can not only have different event pages with ON OFF options but also every event page can have different light color, radius etc.
Sorry for my crap english, I hope you understand my point.
Also - With your plugin I am using totally dark dungeons and very dark nights if bad weather. I made skill "Soul Aura" which supposed to add "small radiant glow" to anything with soul. (color is also based on Evil/Good/Neutral nature of NPC) - Of course every NPC must have own unique light switch which is turned on by common event Aura - but should not be turned on if he is dead :) . It looks brilliant when player use this skill and see all lights moving in dark dungeon, but I must have my own "bunch of Switches - one for each NPC" to check every single NPC durring Aura spell - to not light already dead NPC.
But I understand it is not simple request
Anyway, i will try to test your patience once again, maybe it is much simpler option to think about - For example D-Self switch of event.
Terrax Lighting D(dead)-Switch ON - as plugin on/off parameter working this way:
If plugin parameter is ON:
Event with your Notetag and D-selfswitch on has automatically light OFF.
If plugin parameter is OFF: - working same way as now.
Just an idea, maybe it is simpler check single self swich of events than "check" every event page for commentary tag. Or keep "database" of "dead events".
Thank you for your time.
EDIT: I hope my english is understable enough, to put it simplier:
If you can add Plugin parameter D(eath) switch which "disable" your light notetag at event in case event - D-SelfSwitch is ON then you are my God ;-).
EDIT2: In fact - D-self switch event check is not needed every time it changes (to make it even simpler), just when map is changed. (player transfer). It is nothing bad if "soul" stays in place of NPC death for some time.
EDIT3: Or maybe "less Dirty" option - plugin command for permanent light off on event which force Light on ID plugin command to be ignored. -
Sorry I may not have explained myself further, what I mean in otherwords is how I can get plugins or notetags that can produce light and at different angles if that is possible?
From my understanding with the flashlight effect, could be done for events and vehicles? -
New version (1.2.3) now available
http://mvplugins.com...Lighting System
Version 1.2.3
Added : Kill(self)switch.
In the parameters you can set a Selfswitch that will turn of the light if the selfswitch is turned on.
Its off by default, you can set it to A,B,C or D.
Go see if it works for you.EDIT: I hope my english is understable enough, to put it simplier:If you can add Plugin parameter D(eath) switch which "disable" your light notetag at event in case event - D-SelfSwitch is ON then you are my God ;-).
EDIT2: In fact - D-self switch event check is not needed every time it changes (to make it even simpler), just when map is changed. (player transfer). It is nothing bad if "soul" stays in place of NPC death for some time.
EDIT3: Or maybe "less Dirty" option - plugin command for permanent light off on event which force Light on ID plugin command to be ignored.
Try adding the following tag to a (moving event)Sorry I may not have explained myself further, what I mean in otherwords is how I can get plugins or notetags that can produce light and at different angles if that is possible?
From my understanding with the flashlight effect, could be done for events and vehicles?
flashlight 8 12 #888888 0 2
8 = length
12 = width
#8888888 = color
0 = on/off switch
2 = initial direction (when the events isn't moving yet (possible values 0,1,2,3) -
Then what is resetting the "Tint set #333333" Plugin Command slowly back to its original Abyss Dark tint every time? It certainly didn't do it in the Demo.The tint system and day-night system don't work together, you have have to choose.
I also discovered just recently when i use "Tint fade #[insert any number] [speed]" it doesn't fade/revert back to its original Abyss Dark tint slowly and remains the same no matter what, which I've been trying to do the whole time.
Whats the difference between the two? That or the "Tint set #" is bugged and not working properly unless it is suppose to fade slowly back to its original state after using it once or not elaborate enough in the "Help" section, because it did not mention it would do that. -
Sounds like a bug, ill look into itThen what is resetting the "Tint set #333333" Plugin Command slowly back to its original Abyss Dark tint every time? It certainly didn't do it in the Demo.
I also discovered just recently when i use "Tint fade #[insert any number] [speed]" it doesn't fade/revert back to its original Abyss Dark tint slowly and remains the same no matter what, which I've been trying to do the whole time.
Whats the difference between the two? That or the "Tint set #" is bugged and not working properly unless it is suppose to fade slowly back to its original state after using it once or not elaborate enough in the "Help" section, because it did not mention it would do that. -
Thank you. Just tested it, does not work properly with Kill(self)switch D, (maybe because you use it inside your script for something else and it collide)? But works pretty fine when I tested it with C.New version (1.2.3) now available
http://mvplugins.com...Lighting System
Version 1.2.3
Added : Kill(self)switch.
In the parameters you can set a Selfswitch that will turn of the light if the selfswitch is turned on.
Its off by default, you can set it to A,B,C or D.
Go see if it works for you.
Now I am building "Holy Altair for God of Lighting, Great Terrax with fireworks effects includes to attract more your folowers in my game :) .
Thank you very much. -
Can anyone tell me how I make a enemy avoid the light I want to make a horror game where the enemies lurk in the dark and I want them to stay away from the light when I turn it on?
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I have used this on a moving event with the graphics of the car: flashlight 8 12 #888888 0 3
The vehicle is facing down using the initial direction of 3, the light is there- but the lights do not follow the event. The on/off digit set before the direction in the notetag is 0- I had replaced it with "1" with no luck, I had even written "ON" and "OFF" but no success. I am not sure what else to do here.