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Khas Awesome Light Effects

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@Michael Deaton

yeah, try different values to the Z coordinate of the effect's surface, from 0 to 200 I think

and for the settings, I don't know, sorry

 

you can try 255 - x, where x is the Tone setting for night, dawn, etc

Edited by Khas

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Hi Khas, Quick Question. Is there any way to set the lighting per map so that as you load into the map the initialization opacity of the effect's surface is not starting at 0?

 

Currently, the map starts at full brightness, then ramps down to whatever setting is in "x"

 

 

s = $game_map.effect_surface

s.change_color(120,0,0,0,x)

 

What I am thinking is as in this scenario:

 

I am in a town, during daylight. I walk into a pub and I am still "light blind"....so the pub is too dark to see. Then, over a couple seconds the dark brightens so that I can see by the candles that are set up all over.

 

Then, when I leave the pub back into the daylight of the town, the world is too bright while my eyes adjust, then fades to normal over a couple seconds.

 

I have tried fiddling with many of the variables, opacity settings, etc...and I am just making things worse ^_^.

 

Thanks a bunch for any help!

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I'm all in for this script but I've encountered an error when resetting the game using F12. The following error occurs when I reset my game:

"Disposed bitmap".

This line is the problem:

@bitmap = Light_Bitcore[@key].clone

In the class Light_SSource.

Hope you can solve this pretty soon. Cheers :)

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Khas, can you do something about the screen completely going bright during battle transitions? I'm at a night-time setting, but with this script, the screen automatically goes full brightness during combat.

 

 

Also, is there only 1 dynamic light on at all times? What if I wanted NPCs walking around with lanterns? When I add a [light 2] comment to an event and give it a random walk, the light remains in the same spot as the NPC moves away. Does the script only allow one moving lantern?

 

@voyager4383: It's in the script instructions to instantly change the screen tint... although the fastest you can darken is s.change_color(1,0,0,0,240), i.e. (1/60s).

 

# s.change_color(time,r,g,b,a)
# Changes the Effect's Surface color and it's opacity in a certain time, where:
# time => The change's time (frames);
# r => red level;
# g => green level;
# b => blue level;
# a => opacity

 

 

The work around is to Fade Out on transfer. Once transferred, call the above script for time = 1 and Fade In. Or in your case if we're on the same page.

 

Walk into pub from outside - Fade Out

Near instant change to darkness without seeing the flash - s.change_color(1,0,0,0,240)

Initialize all lights, [light 2] comments.

Fade In (everything should still be black)

Begin to see the map - s.change_color(120,0,0,0,80)

Lights will slowly fade in to a darkened setting.

Edited by Jamaz

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Is there any way to create different coloured lights? As far as I can tell, there isn't :(

Edited by Paradox

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Shadows are overlapping the choice menus (pic here) any idea how to fix this ?

( yes, I tried to change the surface z value too but nothing happened )

( also using the screen tone as a surface for the lights )

Edited by dark96

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Really nice script, but I have a little problem with the effect^^

It don't look good, if the screen should be black in 1 frame.

 

It's bright and than it's black^^

Is it possible to make the screen black without this ugly effect^^?

 

I know a way to make these, but I don't like "Please wait" screens xD

(Transfer to a black map and change the color)

 

I hope my english isn't so bad x.x

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Simply use the "Tint Screen" in a new event and toogle grey to 0.

This should be erase the effect (invisible)

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Hey Khas, is there anyway to change the resolution to match the Ace engine ability to change the screen resolution up to 640x480. Thanks

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I have three little problems^^'

 

-The map location is dark

-The coiche window is dark

-The gold window ist dark

 

Is it possible to fix this?

  • Like 1

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Hey Khas, is there anyway to change the resolution to match the Ace engine ability to change the screen resolution up to 640x480. Thanks

 

Yes, there absolutely is. There are three lines near the end of the script with the resolution settings on them. Simply edit the default set value "544x416" on all three lines to your preferred resolution.

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First off, thanks for the time and effort you put in this script. From the little l know about scripting, this appears to be a very solid script with great potential.

 

Secondly, has anyone out there decoded the instructions? Ive read through them time and time again and still they make no since to me. It may be the fact that im a non-scripter or that im just coming over from VX (where i was just getting the hang of how scripts worked). I can NOT find in the script which switches and variables it uses, if any. The script really messed with my evented time system and i spent a couple hours re-assigning switches. Trial and error led me to believe that the script uses switches 1 and 2. Is there a variable as well? Ive managed to get my time system working but in doing that, this script wont work. I copied the events right over from the demo so i know nothing is spelled wrong. I copied the proper pictures as well. I had to disable the enable by screen tone option because it kept my time system from tinting the screen at all. I would rather not post a demo as this game is a major work in progress and id rather not have it in circulation before its ready to be seen but if anyone would like to take the time to help me sort this issue out i will send it via mail. Or if anyone knows which switches and variables it uses and would like to copy and paste that section of the script so i can see for myself that would be great. Thanks so much!

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I set the z value to 100 so I could see the item processing window. If you still can't see other windows try setting it lower.

 

This script doesn't use switches or variables. The switches used in the demo are for eventing purposes only and aren't necessary.

Edited by killer bon bon

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Got a compatibilty problem with Moghunter Bestiary :x

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This script is amazing. Thanks so much!

 

I'm presently using Yanfly's script, which allows you to configure your display to up to 640x480 resolution. When you use the two scripts together - yours and Yanfly's - dimming the lighting does not extend to the entire map. (You do have darkness applied, but using 640x480 resolution, both the right three columns and the bottom two rows are normally lit. Do you know if there's some code in your script I could modify to extend the lighting effect? I'm hoping to use the two together, if at all possible.

 

Thanks!

 

EDIT: OOPS - by actually reading, I found the answer to the above. So, to fix my obvious blunder, here is the answer:

 

Hey Khas, is there anyway to change the resolution to match the Ace engine ability to change the screen resolution up to 640x480. Thanks

 

Yes, there absolutely is. There are three lines near the end of the script with the resolution settings on them. Simply edit the default set value "544x416" on all three lines to your preferred resolution.

 

...and edit ends. Now, back to your regularly scheduled post. :D

 

Secondly, has anyone out there decoded the instructions? Ive read through them time and time again and still they make no since to me.

 

The toughest thing I found - as a newbie - was the instructions regarding the "light" graphics. I finally ended up copying and pasting the /graphics/lights subdirectory from the sample files that Khas provided. Beyond that, the easiest thing was to open his existing sample and right-click on EVERY event on each page. From what I gleaned, you can copy/paste the code from page events into your own page, and do the same (copy/paste) the code from each light, and apply them to the lights in your own map.

 

I hope this helps.

Edited by Genii Benedict

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Hey people

For the ones having trouble with the effects overlapping your windows, set Surface_Z to 100.

 

 

I don't have time to check all forums, so I'm only helping with issues at my blog.

Feel free to ask here: http://arcthunder.site40.net

 

Thanks for the preference,

Khas

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hey i'm having a problem with the script. when i downloaded the demo it works right in the Japanese version but when i put the script in the English version it doesn't work like it should. i even copied and paste the rooms and remade the demo to see if i may have missed something but i keep getting the same result. can you explain what's going on with it and why it's doing this? thanks

 

P.S

if i need to upload a demo so you can under stand what i'm talking about let me know>

Edited by billy blansett

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Is there any way to make it so the options are not blacked out when your in a dark room, like the text box area. at the moment the text area is not dark in a

black room but the options are when they have to select yes or no. I hope that makes sense.

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This script is too awesome.

I have no word to describe how good this is.

I am currently using this in one of my fun project.

Thank you so much Khas.

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This is an amazing script! Thanks Khas, really! :)

 

I have one question though, and it's really been bothering me.

Because I now have your light scipt, tinting cannot be used anymore

unless we do a script call of your light script. I was just wondering, based on

the defaults that rpg maker vx ace gives you to make a sunset, or a nightfall look,

how do I input it, with your script? I just can't seem to figure out how to make a sunset.

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