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Khas

Khas Awesome Light Effects

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Thanks everyone!

 

@Cali

Try using 90 for Surface_Z

 

@Marie

Use the tinting command, and then set the effects surface with a low opacity, like 50.

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Looks like a nice script, trying to download it today (9/17/2012) and the website seems to be down :(. I'll try again later.

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Hey Khas,

Great script, love the effect...

quick question...

So I have a Event... ( non player character) walking randomly around with Comment: Light X on him. However, the light stays in the exact same spot.

Do i need to set this up similar to the way the personal lantern is done... and not with the comment?

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raisedfromthedead... you need to open the project of the demo in RPG maker Vx ACE. Then... you can press F11... and you will see the script listed under Materials. Open another session of RPG Maker VX Ace and open your project. Press F11... copy the script into the same place (under materials)... hope that helps !

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raisedfromthedead... you need to open the project of the demo in RPG maker Vx ACE. Then... you can press F11... and you will see the script listed under Materials. Open another session of RPG Maker VX Ace and open your project. Press F11... copy the script into the same place (under materials)... hope that helps !

 

okay cool thank you. i've never used a demo before to use a script.

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No problem! Using a demo for a script like this is great, because you can see from the master himself how to use each effect to its fullest. By having both projects open at once, you can even copy events directly from one to the other... saving yourself time on creating effects such as the personal lantern. Your going to love this ;)

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Hello folks,

 

Maybe someone can help me, but how can I drop my lantern in game? So you pick it up with enter, but how to drop it again..

 

Thank you!

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Well, I normally use $game_map.lantern.hide when exiting a map or such to remove the lantern.

If you want to place it back on the wall where you got it from.simply create the event of the lantern

 

page 1

l = $game_map.lantern

l.change_owner($game_player)

l.set_graphic("torch_m")

l.set_opacity(180,30)

l.show

Control Switch: Light in cave ON

 

Page 2 ( no lantern icon)

Required switch - Light in cave on

 

At this point you need to decide: do you want the light to go back on the wall it came from when you exit the map?

Or do you want them to put the light back?

 

If when exit the map... on the transition event... add $game_map.lantern.hide and Control Switch: Light in Cave off

If put it back manually.. on page 2 of the create lantern event... add a clause:

If Light in Cave on

$game_map.lantern.hide

Light in Cave off

Otherwise Nothing.

 

That will do what you want basically. Now if you want to place that lantern wherever you want... that's a whole other ballgame.

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Quick Question:

 

 

When I click to download the English Script, It gives me an error. Is the Link Broken? If so, an alternate link would be greatly appreciated.

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Not certain why your getting an error. When you click the download English Script, it takes you to Khas's webpage... which then has a download link on it from mediafire. I just tested and everything worked for me. Try changing browsers?

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Ok, so I put the script in my game, but when I try to start it, I get

 

 

Unable to find file:

 

Graphics/Lights/light

 

 

Do I have to edit the script?

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Download the demo. You need to copy over the files from the demo to your project along with the script. The lantern light effect is not built in to rpgmaker. Naturally you want to copy to graphics/lights folder and all its contents.

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Hello I've a question about this/all sripts!

I want to make a basement wher it should be dark and you need an light to go down there but when the sript goes on in the basement the script runs everywhere so in the houses it´s everywhere dark!

So it would be nice i´ve somebody could told me how to stop the scriped!

(i've test to say

 

s = $game_map.effect_surface

s.change_color(0,0,0,0,0)

 

but nothing hapened! =()

 

could please anyone help!

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Hey there! My question has been awaiting moderation over at Khas's main site since before thanskgiving and I'm hoping someone will be able to help me out because i think I've just got a syntax error going on. The question is as follows... (copied right from his site)

 

 

I had a previously designed evented time system that used the screen tone command. As your awesome script will only allow for ranges between 0 and 255 with the surface control enabled by screen tone, i rewrote my time system using the the following script calls and disabling the screen tone option.

 

s = $game_map.effect_surface

s.change_color(time,r,g,b,a)

 

As this still did not tint the screen as planned I did further testing to find that the screen is only effected by the opacity (a) value and disregards values for red, green and blue, acting as though they were all set to 0. What am I doing wrong? Here are a couple of my script calls, are they not formatted properly?

 

s = $game_map.effect_surface

s.change_color(200,-140,-140-40,0)

 

s = $game_map.effect_surface

s.change_color(200,19,-17,-187,85)

 

Wonderful script! Thank you!

 

Thanks everyone!

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Change lines 955 and 956 to this:

 

    $game_map.light_surface.bitmap = Bitmap.new(640,480)
    $game_map.light_surface.bitmap.fill_rect(0,0,640,480,$game_map.effect_surface.color

 

Where 640,480 is your resolution.

 

Now if someone can just answer my question...

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Khas really needs to update the script so that choice box commands don't have the same tint as the background when using this script. :\

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So just a couple notes about this script and problems I had, and how I solved it.

 

1) Crashes on reset:

 

The problem is that the Light_Bitcore does not get re-initialized when the game is reset and the bitmaps stored are no longer valid

 

To combat this do this:

 

Add a dispose method to the Light_Bitcore module (The def self.dispose at the end of the module):

 

 


module Light_Bitcore
include Light_Core
def self.initialize
#msgbox("Light Core init")
@@buffer = {}
Effects.values.each { |effect| Light_Bitcore.push(effect[0])}
end
def self::[](key)
return @@buffer[key]
end
def self.push(key)
return if @@buffer.keys.include?(key)
@@buffer[key] = Cache.light(key)
end
def self.dispose
@@buffer.clear
end
end

 

 

 
Look at around line 252/253 where it has "Light_Bitcore.initialize" and delete or comment out his line.
 
Then modify your Main script as follows:
This will clear the light_bitcore buffer if the game was previously running and re-initialize it. The light_bitcore module is also initialized here and only here.
 

rgss_main {
Light_Bitcore.dispose if @run;
Light_Bitcore.initialize;
@run ||= true;
SceneManager.run }

 
 
This was the cleanest and most convenient way I could do it. I'm not a script coding guru, so there might be a better way, but based on the way the script worked, this was what I came up with, without rewriting large parts of it.
 
2) Night scenes or initial darkness, avoiding flashes.
 
Use this (The numbers can be changed for what you want):
 
 

s = $game_map.effect_surface
s.set_color(0,0,0)
s.set_alpha(180)

 

 

Then you can run the change_color command as mentioned to transition to what you want.

Also use set_color to set the values, but if you leave the alpha at 0 you can modify them in the background. If you want to go from light to dark you should run a set_color and set_alpha to what you want (daytime for example), then transition to dark, and vice versa, if you just do a change_color it will flash to whatever the values are currently then transition to it.

 

3) Different colors of lights

 

This does appear possible, though I haven't tested it extensively.

You need to make a light of the colour you want, invert the colours then put that image in the Graphics/Lights/ folder. Then if you look at the effects:

 

 

 

 

  0 => ["light",255,10,true],
  1 => ["torch",200,20,true],
  2 => ["torch_m",180,30,true],
  3 => ["light_s",255,0,true],
  4 => ["light_s",255,1,false],

 

 

 

Add a new effect and the quoted "" part is the name of the file.

Edited by Alistar

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I need some help with this script.

I am new to RPG maker vx ace and I have been working on a game for many hours but now I have a problem I can not solve.

 

I need to had lights to my game.

This script looks awesome but I have no idea how to use a script.

I don't even know what a script is very well :S

 

Please, someone help me! I asked help to many people but nobody helps me.

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Nobody can help me? I tried to use the script but I have no idea how it works :(

 

I saw many videos on YT but I can't still do it.

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