Terrax Lighting system

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Started by Terrax 1467 posts Page 3 of 74 View original ↗
  1. 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
  2. Terrax said:
    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
    Perfect !!! Thank you, great job.
  3. Terrax said:
    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?

     

    Sorry the english, i'm brazilian.
  4. cropots said:
    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.
    That can already be done, check out the 4th room in the demo.
  5. Terrax said:
    That can already be done, check out the 4th room in the demo.
    Thank you. Now my cave is perfect.
  6. Terrax said:
    That can already be done, check out the 4th room in the demo.
    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.
  7. Terrax said:
    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
    Perfection! B)   That's a great upgrade Terrax! 
  8. 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.
  9. cropots said:
    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.
    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.

    I wouldn't be to scared of this script slowing the game a lot.
  10. Schlangan said:
    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.
    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 author

    (thats me) and i won't hold be responcible for anything that goes wrong..the usual legal bla bla bla.
  11. 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.
  12. 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.
  13. cropots said:
    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 less

    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
  14. 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!!!
  15. Portkey89 said:
    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!!!
  16. Portkey89 said:
    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..
  17. 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?
  18. JohnnyR said:
    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.

    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
  19. 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
  20. Terrax said:
    You 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)
    Well, that isn't "exactly" what I had in mind, but I think that should do the job for now. lol

    Thanks! :)