New version (1.0.4) now available
http://mvplugins.com...Lighting System
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.
Terrax
Terrax Lighting system
● ARCHIVED · READ-ONLY
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Perfect !!! Thank you, great job.New version (1.0.4) now available
http://mvplugins.com...Lighting System
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.
Terrax -
Only one thing missing to be perfect. Would have some way to turn the light on the hero only when he used a specific item? For example a torch?New version (1.0.4) now available
http://mvplugins.com...Lighting System
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.
Terrax
Sorry the english, i'm brazilian. -
That can already be done, check out the 4th room in the demo.Only one thing missing to be perfect. Would have some way to turn the light on the hero only when he used a specific item? For example a torch?
Sorry the english, i'm brazilian. -
Thank you. Now my cave is perfect.That can already be done, check out the 4th room in the demo.
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A question. The processing of all these effects are removed when I walk into another map? I am 20 lamps in a cave. I do not want my game, be heavy with parallel processes.That can already be done, check out the 4th room in the demo.
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Perfection! B) That's a great upgrade Terrax!New version (1.0.4) now available
http://mvplugins.com...Lighting System
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.
Terrax -
Very nice plugin, I'll probably use it. Are we free to edit the plugin ? I'd like for example to have a light source more similar to a flash light, instead of the light surrounding the character, as well as blinking light sources.
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The script only does a check of the events in the current map, the switches are global so the lights stay on/off if you walk back in a map.A question. The processing of all these effects are removed when I walk into another map? I am 20 lamps in a cave. I do not want my game, be heavy with parallel processes.
I wouldn't be to scared of this script slowing the game a lot. -
It's released under the MIT Licence, meaning its free to use, change and do whatever you feel like with it, as long as you give credits to the authorVery nice plugin, I'll probably use it. Are we free to edit the plugin ? I'd like for example to have a light source more similar to a flash light, instead of the light surrounding the character, as well as blinking light sources.
(thats me) and i won't hold be responcible for anything that goes wrong..the usual legal bla bla bla. -
Hello, I'm french person, and i added some modification(added RGBA) at your script if you give me autorisation i can post it here.
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Although the plugin has worked very well for me so far, I got a serious problem. How it works with global switch, it gets tricky be creating one for each map, in my testing was in a room of 01-20, and any of those that are on or off, in the other room is the same. I'm not charging, but it would be interesting to make an adjustment so that each lighting worked independently of each other, as the doors and chests.
Thank you. -
I can reset the switch count easy enough for each map, i think i will make it optional in the parameters.. some ppl may use lessAlthough the plugin has worked very well for me so far, I got a serious problem. How it works with global switch, it gets tricky be creating one for each map, in my testing was in a room of 01-20, and any of those that are on or off, in the other room is the same. I'm not charging, but it would be interesting to make an adjustment so that each lighting worked independently of each other, as the doors and chests.
Thank you.
lights and want them persistent over maps, while others may want to reset them each map. Ofcourse that will mean when you leave and re-enter an area, all lights that were previously on, will be off.
It will be in next update -
Hi Terrax--
Just spitballing; I haven't even gotten to use the script yet, I'm just at work reading this thread, chomping at the bit to check it out. But if you're adding the ability to toggle whether the switches reset on map transition, might it be possible for those people who don't use that toggle, and DON'T want the torches to reset with every map, to optionally have a plugin command, or script call, or comment, etc. that would reset all light switches?
Just thinking out loud, and figured this stuff is always easier to build upfront as opposed to retrofitting.
Thanks for your amazing work!!! -
Thankas!!!Hi Terrax--
Just spitballing; I haven't even gotten to use the script yet, I'm just at work reading this thread, chomping at the bit to check it out. But if you're adding the ability to toggle whether the switches reset on map transition, might it be possible for those people who don't use that toggle, and DON'T want the torches to reset with every map, to optionally have a plugin command, or script call, or comment, etc. that would reset all light switches?
Just thinking out loud, and figured this stuff is always easier to build upfront as opposed to retrofitting.
Thanks for your amazing work!!! -
Yes, sure, sound like a nice option..Hi Terrax--
Just spitballing; I haven't even gotten to use the script yet, I'm just at work reading this thread, chomping at the bit to check it out. But if you're adding the ability to toggle whether the switches reset on map transition, might it be possible for those people who don't use that toggle, and DON'T want the torches to reset with every map, to optionally have a plugin command, or script call, or comment, etc. that would reset all light switches?
Just thinking out loud, and figured this stuff is always easier to build upfront as opposed to retrofitting.
Thanks for your amazing work!!! -
First of all, congrats on making the first light script for MV!
Also, it's a great one you have here, it works flawlessly! :D
Now, I have a question..
Does your script only activates the "lights" with the black layer on the screen?
Well, to make it more clear, the question is, is it possible to edit the script so it won't show the black layer? I love the lights, they work great, but I'm using different screen tones for each hour of the day (in-game), which means, I would need the lights to show up at, let's say 7 P.M, and well, it shouldn't be pitch black at that time.. lol
Anyway, can it be done? If yes, how? And if not, maybe could you consider adding this feature in the script? -
You can do that by placing a hidden trigger in the middle of the map with a script in it.First of all, congrats on making the first light script for MV!
Also, it's a great one you have here, it works flawlessly! :D
Now, I have a question..
Does your script only activates the "lights" with the black layer on the screen?
Well, to make it more clear, the question is, is it possible to edit the script so it won't show the black layer? I love the lights, they work great, but I'm using different screen tones for each hour of the day (in-game), which means, I would need the lights to show up at, let's say 7 P.M, and well, it shouldn't be pitch black at that time.. lol
Anyway, can it be done? If yes, how? And if not, maybe could you consider adding this feature in the script?
at 6pm do a script command : Light 1000 #777777 -> This will make a light with huge radius in lightgrey color.. making the map visible but with a little lightsources visible.
at 10pm do a script command : Light 1000 #BBBBBB -> This will make a light with huge radius in darkgrey color.. making the map visible but darker then 6pm
At midnight do a script command : Light 0 #FFFFFF -> this will make it very dark (the light has no radius)
Hope this helps, Terrax -
New version (1.0.5) now available
http://mvplugins.com/plugin/Terrax/Terrax%20Lighting%20System
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'
Terrax -
Well, that isn't "exactly" what I had in mind, but I think that should do the job for now. lolYou can do that by placing a hidden trigger in the middle of the map with a script in it.
at 6pm do a script command : Light 1000 #777777 -> This will make a light with huge radius in lightgrey color.. making the map visible but with a little lightsources visible.
at 10pm do a script command : Light 1000 #BBBBBB -> This will make a light with huge radius in darkgrey color.. making the map visible but darker then 6pm
At midnight do a script command : Light 0 #FFFFFF -> this will make it very dark (the light has no radius)
Thanks! :)