Khas 85 Posted September 11, 2012 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. Share this post Link to post Share on other sites
Castern 0 Posted September 18, 2012 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. Share this post Link to post Share on other sites
Virus 24 Posted September 20, 2012 Is there a way to change the color of the lighten itself? Share this post Link to post Share on other sites
Nate The Great 10 Posted October 9, 2012 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? Share this post Link to post Share on other sites
raisedfromthedead 4 Posted October 15, 2012 Where is the script located? when i download i just get all the audio, data, system, graphics ect. but no script Share this post Link to post Share on other sites
Nate The Great 10 Posted October 15, 2012 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 ! Share this post Link to post Share on other sites
raisedfromthedead 4 Posted October 15, 2012 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. Share this post Link to post Share on other sites
Nate The Great 10 Posted October 16, 2012 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 Share this post Link to post Share on other sites
ChazeR 0 Posted November 14, 2012 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! Share this post Link to post Share on other sites
Nate The Great 10 Posted November 15, 2012 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. Share this post Link to post Share on other sites
AxioBelmot 1 Posted November 16, 2012 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. Share this post Link to post Share on other sites
Nate The Great 10 Posted November 17, 2012 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? Share this post Link to post Share on other sites
AxioBelmot 1 Posted November 17, 2012 Ah, I got it. I just had to take down my Firewall for a bit. Share this post Link to post Share on other sites
AxioBelmot 1 Posted November 17, 2012 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? Share this post Link to post Share on other sites
Nate The Great 10 Posted November 18, 2012 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. Share this post Link to post Share on other sites
AxioBelmot 1 Posted November 19, 2012 *face palm* Duh... Thanks! Share this post Link to post Share on other sites
Nate The Great 10 Posted November 19, 2012 Hehe no problem! After a bit of tinkering with scripts...you'll catch these little things. Have fun! Share this post Link to post Share on other sites
james5300 0 Posted November 24, 2012 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! Share this post Link to post Share on other sites
Bluemith 0 Posted December 11, 2012 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! Share this post Link to post Share on other sites
PinoyXBalot 1 Posted December 22, 2012 Sir Khas im getting a little problem when I try to use a larger window resolution. Here is example: http://i1286.photobucket.com/albums/a610/mjbkiller15/Khas_zpsc9227f53.png This is just a little weird. Share this post Link to post Share on other sites
Bluemith 0 Posted December 23, 2012 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... Share this post Link to post Share on other sites
Radiant Arin 412 Posted December 23, 2012 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. :\ Share this post Link to post Share on other sites
Alistar 0 Posted December 30, 2012 (edited) 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_Bitcoreinclude Light_Coredef self.initialize#msgbox("Light Core init")@@buffer = {}Effects.values.each { |effect| Light_Bitcore.push(effect[0])}enddef self::[](key)return @@buffer[key]enddef self.push(key)return if @@buffer.keys.include?(key)@@buffer[key] = Cache.light(key)enddef self.dispose@@buffer.clearendend 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_surfaces.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 December 30, 2012 by Alistar Share this post Link to post Share on other sites
zenarium 0 Posted January 2, 2013 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. Share this post Link to post Share on other sites
zenarium 0 Posted January 4, 2013 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. Share this post Link to post Share on other sites