Thomas Edison VX
Author: BulletXt (bulletxt@gmail.com)
Version: 0.1
Original credit goes to Kylock (http://"http://www.rpgmakervx.net/index.php?showtopic=2432")
This script is an
enhanced version of the well known Light Effects written from Kylock. I decided to pick it up,
fix some things and
add some new important features. The most important one is that you can
enable/disable a light through a switch call based on its type. For example you can make all FIRE lights go on/off with a switch, and with another switch make all GROUND lights go on/off. There are also
new lights, for a total of 12. The script is also smart when using
KGC Day Night system! When it's day, the lights keep off and
when it's night they automatically go on! Instructions are inside the script.
IMPORTANT:
if you are already using Light Effect VX script, you can simply replace it with this one. Your lights will still work!Example screenshot:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdigilander.libero.it%2Fbulletxt%2Fthomas_edison.png&hash=9aabdc417b9b546b07bd6fe132831bb0923770fd)
[size="3"]
Download Demo: [/size]here (http://www.mediafire.com/?kyvyb2qimmy)
If you directly want the script and the light picture needed, you can get them: here (http://lodestone2d.svn.sourceforge.net/viewvc/lodestone2d/Scripts-Dev/Thomas_Edison_VX/Thomas_Edison_VX.rb) and here (http://lodestone2d.svn.sourceforge.net/viewvc/lodestone2d/Scripts-Dev/Thomas_Edison_VX/le.png)
Cheers,
BulletXt
neat!
Why dosen't this work for me?
Does the demo work?
In the script you put:
QuoteYou can make a specific light type turn off/on by turning
one of the following switches id ON/off. By default, the switches are off so
the lights will show. Of course, turning all switches to ON will make all
light types go off.
I've been playing around but im new to all this scripting stuff, so can you tell me what to put in the event box to make the lights turn off?
Quote from: NorthNinja on July 17, 2009, 10:01:05 PM
In the script you put:
QuoteYou can make a specific light type turn off/on by turning
one of the following switches id ON/off. By default, the switches are off so
the lights will show. Of course, turning all switches to ON will make all
light types go off.
I've been playing around but im new to all this scripting stuff, so can you tell me what to put in the event box to make the lights turn off?
Please download the demo so you can see it on your own. It's easier this way rather than me explaining here through words.
If you are new to VX and making scripts work, this isn't the right thread to ask help about it :)
Don't worry after playing around a little I finally got it. Thanks, this is going to go good with my game. Too bad I'm not
using the night and day script you were talking about, I did the most complicated thing and made my own. Good thing
I did, my mini games would have been messed up.
Hey BulletXt, I have a slight problem with the light system... I have four torches in a really dark cavern, the torches all look very grainny and real off; do you know if its just my settings or something or what?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc06.deviantart.com%2Ffs47%2Ff%2F2009%2F217%2Ff%2Fe%2FScreenShot001_by_Kitten2021.jpg&hash=b2f227ad3ac50a932e68b762adf8d241aab4c38c)
Grainy? I can't say that the torches look grainy, but if anything it would be because of the background the image is on. Perhaps that rocky cliff background that the light is on top of makes it appear that way. I've never had a problem with how it looked. Also, if you did any kind of editing to the picture of the light, then perhaps the color settings or quality of the image was reduced. Either way, the screenshot doesn't look bad at all. I think you're seeing things lol.
LOL, I prolly am just seeing things then. XD
Thanks grafikal, you made me laugh for the first time tonight. :) <3
The screenshot looks grainy because it's saved a a jpeg. Save your screenshots as .png :]
Quote from: Irock on August 06, 2009, 04:28:08 AM
The screenshot looks grainy because it's saved a a jpeg. Save your screenshots as .png :]
Yep, it might be this too. I just figured Kitten was talkin' about in game. :)
Sick script! Very handy. How do I attach it to a main character so its like he has a torch? ??? I tried making it an item but nothing happens even afte I save and relode the game, Maybe I did something wrong... Otherwise it works great. :)
This is amazing, thanks for sharing. :D
WOW, this is realy neat!
Quote from: Emanzi on December 19, 2009, 11:10:19 PM
Sick script! Very handy. How do I attach it to a main character so its like he has a torch? ??? I tried making it an item but nothing happens even afte I save and relode the game, Maybe I did something wrong... Otherwise it works great. :)
After I used variables to attach it to the players position as he moves and set the le picture to the player what do I do to add the lighting type, when I add the comment the light comes from the event I used to set the variables?Should I post this message in the script help forums if no ones going to help me? whats the link for that atleast?
I'm not a scripting genius but I had a thought, did you try having your torch call the script like the lights do? Then, if you have it targeted on the co-ordinates of the player, all you have to do is make it so the person has to use a torch, and boom, light comes on.
just a thought, hopefully helpful.
Does this work with XP?
No. Very few scripts will work with both. I think there is one for XP though. Maybe Rataime made it?
When I use "change_daynight_phase (2, 1, 1)" I changed it to night but when you bring up menu,
it reverts it back to its original state and cancels the change.
How do I fix this?
Is this script compatible with VXA? Or is there a VXA version? This was easily one of my favorite VX scripts and I miss it dearly now that I've upgraded to VXA.
No. It seems some difference in even location determination implications has changed since VX 1.0.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi109.photobucket.com%2Falbums%2Fn52%2Fdreamslayer7%2Fno_zpsacbbfa2c.png&hash=4bf0d2e1a2767c6a8069e55241ab97df8905e89a) (http://s109.photobucket.com/user/dreamslayer7/media/no_zpsacbbfa2c.png.html)
I'm no scripter (that is a fact that makes me cry myself to sleep) but I think it wouldn't be all that difficulty to port it over, as it seems to almost work. The lights just aren't in the correct place.
This was asked at one point before (on the VXAN site) and somebody (a scripter at that) was quick to point out that another similar script exists. It seems that the larger problem with Ace isn't getting new scripts; it's getting scripters to consider looking back on their old scripts and porting them over.
Maybe due to the incompatibility between the Ruby Code versions?
In any case, if you can't find somebody to convert the TE script, you could check out the following:
http://www.rpgmakervxace.net/topic/8589-csca-light-effects/
http://www.rpgmakervxace.net/topic/435-ve-light-effects/
The problem with VE's script, is oftentimes they are not compatible with other scripters and require you to use only his scripts to work (not sure if that's the case with his light effects script or not).
Personally CSCA's comes close, if not quite as advanced. I haven't used either of these, but I'd check out the CSCA script first and see if it meets your needs.
Thanks, it looks (at least at a glance) that CSCA should be compatible with most other codes, though I'm just a fledgling scripter so I might be mistaken. I'm a little disappointed it isn't incorporated into a Day/Night system like TEVX was, but if I adopt a Day/Night script, basing a patch off the old TEVX script should be within my ability.