Last Update: 2012.01.13
Script Download
Light Effect Images Download
Demo Download (Obs.: the demo script is OUTDATED)
This scripts allow to add varied light effects to the maps. But it works different from other scripts with this function.
Normally, light effect scripts add images above the events, and then the screen is tone is changed, with the images staying bellow the darker layer. This script add an new darkened layer, and apply the light effect images on this layer.

Requires the Victor Engine – Basic Module
Comment calls note tags:
Tags to be used in events comment box, works like a script call.
<create shade> setting </create shade>
Create a shade effect on the map, add the following values to the setting.
opacity: x : opacity (0-255)
red: x : red tone (0-255, can be negative)
green: x : green tone (0-255, can be negative)
blue: x : blue tone (0-255, can be negative)
blend: x : fog blend type (0: normal, 1: add, 2: subtract)
<actor light> <event light> <vehicle light> setting setting setting </actor light> </event light> </vehicle ligth>
Create a light effect on actor, event or vehicle, add the following values to the info. The ID, index and name must be added, other values are optional.
id: x : ligh effect ID
name: “x” : ligh effect graphic filename (“filename”)
index: x : actor index, event id or (0: boat, 1: ship, 2: airship)
opacity: x : light opacity (0-255)
pos_x: x : coordinate X adjust
pos_y: x : coordinate Y adjust
var: x : light opacity variation
speed: x : light variation speed
zoom: x : ligh effect zoom (100 = default size)
<map light> setting </map light>
Create a light effect on a specific map postion, add the following values to the info. The ID, map_x, map_y and name must be added, other values are optional.
id: x : ligh effect ID
name: “x” : ligh effect graphic filename (“filename”)
map_x: x : map X coordinate
map_y: x : map Y coordinate
opacity: x : light opacity (0-255)
pos_x: x : coordinate X adjust
pos_y: x : coordinate Y adjust
var: x : light opacity variation
speed: x : light variation speed
zoom: x : ligh effect zoom (100 = default size)
<actor lantern i: o> <event lantern i: o> <vehicle lantern i: o>
Call a lantern on the target character, lanterns are effets that lights the front of the character
i : actor index, event id or (0: boat, 1: ship, 2: airship)
o : light opacity (0-255)
<shade opacity: o, d>
This tag allows to change the shade opacity gradually
o : new opacity (0-255)
d : wait until complete change (60 frames = 1 second)
<shade tone: r, g, b, d>
This tag allows to change the shade opacity gradually
r : red tone (0-255, can be negative)
g : green tone (0-255, can be negative)
b : blue tone (0-255, can be negative)
d : wait until complete change (60 frames = 1 second)
<remove_light: id>
This tag allows remove a light effect
id: ligh effect ID
Maps note tags:
Tags to be used on the Maps note box in the database
<create shade> setting </create shade>
Create a shade effect on the map, add the following values to the setting.
opacity: x : opacity (0-255)
red: x : red tone (0-255, can be negative)
green: x : green tone (0-255, can be negative)
blue: x : blue tone (0-255, can be negative)
blend: x : fog blend type (0: normal, 1: add, 2: subtract)
<actor light> <event light> <vehicle light> setting setting setting </actor light> </event light> </vehicle ligth>
Create a light effect on actor, event or vehicle, add the following values to the info. The ID, index and name must be added, other values are optional.
id: x : ligh effect ID
name: “x” : ligh effect graphic filename (“filename”)
index: x : actor index, event id or (0: boat, 1: ship, 2: airship)
opacity: x : light opacity (0-255)
pos_x: x : coordinate X adjust
pos_y: x : coordinate Y adjust
var: x : light opacity variation
speed: x : light variation speed
zoom: x : ligh effect zoom (100 = default size)
<map light> setting </map light>
Create a light effect on a specific map postion, add the following values to the info. The ID, map_x, map_y and name must be added, other values are optional.
id: x : ligh effect ID
name: “x” : ligh effect graphic filename (“filename”)
map_x: x : map X coordinate
map_y: x : map Y coordinate
opacity: x : light opacity (0-255)
pos_x: x : coordinate X adjust
pos_y: x : coordinate Y adjust
var: x : light opacity variation
speed: x : light variation speed
zoom: x : ligh effect zoom (100 = default size)
<actor lantern i: o> <event lantern i: o> <vehicle lantern i: o>
Call a lantern on the target character, lanterns are effets that lights the front of the character
i : actor index, event id or (0: boat, 1: ship, 2: airship)
o : light opacity (0-255)
Comment boxes note tags:
Tags to be used on events Comment boxes. They’re different from the comment call, they’re called aways the even refresh.
<custom light> settings </custom light>
Create a custom light effect on actor, event or vehicle, add the following values to the settings. The name must be added, other values are optional.
name: “x” : ligh effect graphic filename (“filename”)
opacity: x : light opacity (0-255)
pos_x: x : coordinate X adjust
pos_y: x : coordinate Y adjust
var: x : light opacity variation
speed: x : light variation speed
zoom: x : ligh effect zoom (100 = default size)
<simple light: o> <simple lamp: o> <simple torch: o> <simple window 1: o> <simple window 2: o>
Simple light shortcuts
o : new opacity (0-255)
<flash light: o> <flash lamp: o> <flash torch: o> <flash window 1: o> <flash window 2: o>
Flashing light shortcuts
o : new opacity (0-255)
<lantern: o>
Lanterns shortcut
o : new opacity (0-255)



















Não consegui fazer o efeito do Map Light…
No comments não cabe tudo, tive que fazer um pro shade e outro pro Map Light…
Rodrigo, pode colocar quantos comments você quiser, não precisa ser tudo em 1 comentário, principalmente os comandos maiores.
No caso dos comandos com configurações como o create shade você pode optar por colocar mais de um valor por linha
Sorry about the portugue comment before…
I did not do the Map Light effect…
In the comment box I cannot add all the codes, I’ve to make a Comment with the Shade and another to the Map Light.
I don’t know what is wrong…The Shade appears normal but Map Light no.
tem problema falar em português não, eu entendo ;D

Mas então poste ai como você configurou o seu map light. Lembre-se de definir uma id que não seja usada por outra luz, e as posições no mapa
Tente algo assim:
Ambos estão em comentários separados
Tentei assim
opacity: 20
id: 20, name: “vilarejo”, map_x: 4, map_y: 4
Mas o resultado foi que o Shade apareceu mas a Luz no mapa não…
Com os respectivos códigos idênticos aos que colocou em sua mensagem…
Mas não aparece a luz…infelizmente…
Nem o event light está funcionando aqui, apenas o shade mesmo… =/
Esse gráfico “vilarejo” posta ele pra eu ver como ele é.
Lembrando que os gráficos padrão precisam ter a sinteticidade “invertida”.
Está aqui: http://www.baixa.la/arquivo/1255148
O arquivo está no tamanho do mapa pois vou adicionar diversos pontos de luzes, aí fiz só um pouco que era pra testar, por isso tem só aquela mancha no meio. rs
Pra evitar lag, eu conifigurei ele para verificar apenas pontos dento das áreas visíveis do mapa. imagens muito grandes são formadas fora da tela por isso que ele não está detectando, vou ver se configuro ele pra detectar imagens grandes, fora da área, sem detectar todos os pontos (pq se fizer isso vai dar um lag do cao se tive muitas luzes)
Então imagens grandes não funcionam certo?
Mas não to conseguindo fazer aparecer nem as demais imagens…que já vem com o script… isso que não estou entendendo.
não está errando a sintaxe?
o map light faz aparecer as luzes nas coordenadas x/y do mapa.
Script updated
não entendo pq comigo não funcionou =[, pq estou fazendo a Sintaxe igual do outro campo de shade… =/
Tire um print da tela do evento para eu ver se tem algo errado.
Aqui:
http://imageshack.us/photo/my-images/703/34351.png
Realmente não faz sentido a configura está correta, as outras luzes funcionam (event, actor e vehicle)? A configuração do map_x e map_y ta certa?
Ola Rodrigo, tenho um problema, crio o event como dizno seu script de light, ele diz que pra funcionar esse script eu preciso de outro com o nome “victor engine basic” algo assim, preciso ou soh o light ja faz a funcionalidade certa, outra coisa apos eu chamar o script com os devidos comentarios ou nem chamar nada ele ja da um erro de script na linha 390, e sobre as imagens eu coloco elas em graphics/pictures, importo pelo programa rmvx mesmo, ou crio uma pasta em graphics com nome lights, e jogo as imagens la…agradecido desde ja, otio script, gostaria muito que solucionasemos esse problema para eu usar e testar…
por ultimo se presicar desse outro script passa o link para rmvx, achei aki para o ace so =/
Pra começar, o Rodrigo não é o autor do script.
Outra coisa, esse script é apenas para RPG Maker VX Ace, e não funciona no RPG Maker VX
Mas dá pra ver que você não leu nenhuma das instruções de uso no script…
As imagens não vão na pasta pictures, vão na pasta Graphics/Lights, você tem que criar essa pasta.
Neste mesmo post tem o link para o script “Victor Engine – Basic Module” e o script de iluminação não irá funcionar sem ele.
You can do a demo please?
I am a french, and i don’t undersand all. If you can do a demo i would understand and i translate this for the french maker.
Thank You for this work provided.
I understand better now your script. Thank you. But I noticed that when you teleport to the same map, the effect turns off.
Fixed
Thanks =)
I was wondering how to change the color of the event
I wanted a red torch
How do I do?
Simply make a custom light with a light graphic of the color you want.
Just remember that the color of light graphics must be inverted if you’re using the default shade blend type (wich you should if you want to make a good looking night effect)
This script doesn’t really work for me. Lights don’t appear when i make an event. Not even copying the events from the demo makes it work.
And i installed the scripts in the right order and created the Lights folder in graphics as well.
Weird.
As stated on the instructions, wich you probably didn’t read.
You must first create a shade. the lights are placed on the shade.
No shade, no light.
If you just copy paste the events on the demo you won’t get the shade set, because the shade was set on the map note box.
So, either add the create shade on the map note box, or make a comment call to create the shade.
ops, sorry, wasn’t used to seeing noteboxes in maps xD Thanks for replying
I just have to paint the picture of the red color (Torch).
you can take a picture of what I have to do please?
I managed to do.
I had not understood very well.
Thank = s
Ei cara eu peguei o Window e botei na direçao <<< mas na hora de por simple windoww
windoww no caso a foto <<< nao deu nada n sei oque estou fazendo errado
Não entendi bulhufas do que vc quis dizer. então explique direito por favor.
Erm…isso é rpg maker kara….
I was using the Basic_Module 1.05 & Light_Effects 1.05 and I had to revert to Light_Effects 1.03 (the one included in the demo) to get Actor & Map Lights (via Map Noteboxes) to work properly. I didn’t test out Vehicle Lights.
P.S. I didn’t change anything in the notebox, just copied over Light_Effects 1.03 and it worked; So I’m sure that it’s the script, not an eventing error. :$
maybe you should re-check the notebox tag, the older versions had some “workarround” that would auto-fix typos (like allowing both whitespace or underlines for the settings, so both <p light> or <map_light> would work), but they were too slow. Check if there is any setting with possible typos.
I tried carrying over Basic Module 1.05 and LE 1.05 to the Demo and I get the same error. Apparently it only happens with map lights… so I went and altered def setup_map_lights so that “light = setup_light(info.dup, type)” reads as “light = setup_light(info.first.dup, type)” (like it was in 1.03) and then the map lights worked. I really don’t know what .first or .dup methods do though… I still don’t think it’s formatting since the demo format also had the same bug (once again, only for map lights though).
Ei victor…eu tive uma ideia…não sei se você esta aberto a sugestões mas ate que a ideia é interesante…
Esse script poderia ter como colocar luzes só em uma certa area… por exemplo: um inn tem gente dormindo em um quarto com a cortina fechada, mas está de tarde ainda, e outro acordado em outro quarto com a janela aberta e ilumina aquela area.
Então a ideia é boa?se não for não tem problema ^^
Não entendi exatamente, mas você define como as luzes serão exibidas vc pode fazer o que quiser õ.o
errei o exemplo =x
corrigindo: esta de tarde, em um inn tem uma pessoa dormindo em um quarto com a cortina fechada (então aquela area vai ser escura)…
então o que eu quero dizer que toda a area do inn esta clara(tarde) mas só naquele quarto que esta escuro…entende?
Os gráficos de iluminação nao precisam ser necessáriamente blinhas pequenas. Você pode fazer uma imagem grande de iluminação (do tamanho do mapa), definir nelas os espaços iluminados.
não tinha pensado nisso o.o”
vai ser tenso fazer a imagem… mas acho que vai valer a pena ^^
I noticed a little problem with the lights, when i exit the main menu or any other scene too fast, the lights take a while before they appear. Is this normal?
No it’s not. i updated the script to fix that
Before the update, the lights were perfect, but after i updated the script this problem came out <,<
Não sei se eu não entendi o que é para colocar no lugar do actor index ou se o script é que está bugado, mas quando eu crio uma lanterna no jogador pelo comment box do mapa da um erro na linha 445: when :actor then actors[i].
Erro: NameError occurred.
undefined local variable or method ‘actors’ for #
Na verdade sempre que tenho que colocar o index do actor da esse erro. Eu coloquie numeros para testar, não sei se estou usando errado.
Está usando a versão mais atualizada do Modulo Básico?
Ele usa o index (ou seja a posição do actor no grupo, lembre-se que index começa por zero)
How can I add a torchlight to my actor with a common event?
I have this configuration:
-> Like Antorcha: “Call Event: Vela”
————- Common Event Vela ———————–
->Comment:
id: 1, name: “light”, index: 0, opacity: 255, pos x: 0, pos y:
0, var: 5, speed: 1, zoom: 150
-> Timer: 1 Mín.
-> Switch: Temporizador Antorcha ON
—————Common Event: Temporizador ——————-
–>Config: Antorcha is ON, Parallel proccess
-> Conditions: Timer is 0:0:0
-> Comment:
But it doesn’t work…What am I doing bad?
!
help please T____T”"
Note: I’m using the actor lantern and it works fine
you should be careful if you copied the code directly from the blog, the ” and ‘ from here is different from the ” and ‘ on the editor, so the name: “light” or ‘light’ isn’t processing properly.
I’m going to fix it on the next update
I’m having a problem. When i try to create a light in a map from an event, i can’t really make it work.
I created the shadow on the maps notebox, then i wrote this in the events comment:
id: 4, name: “light”, map_x: 21, map_y: 12, zoom: 30, pos_y: -16,
opacity: 255
The light doesn’t show. Also, i have all the required scripts up to date. Am i doing something wrong?
underline doesn’t work on codes unless specified, try:
map x: 21, map y: 12, zoom: 30, pos y: -16,
Ah nope, the light do show, just not where i want it to show. There seem to be some problem with the light positioning through pos_y/x coordinates.
Is there a way I can set the event index to be a variable set in rpg maker?
What I mean is can I use something like $game_variables[x] or @event_id?
no, the event id must be a numeric value.
Ah well…
I’m still very new to programming (I just know a little java lol), but is there a way to make this script use a script call to get its values without having to modify the script heavily? (like, making a method that would receive all the values needed to create a light)
Sorry if I’m asking too much, its just that I’m using the XAS Battle System that calls events from other maps to be used as skills. (a tool map)
For example: I could make a ‘fireball’ skill and use this script to make the fireball ‘glow’ and this combined with the particle script makes a pretty cool looking fireball
Anyways, just wan’t to know if its even possible, thanks for the help
put the comments on the events, the script works with comment calls and regular expressions, you can call the comments whenever you want.
For myself, script fail. Error when loading. Script line 251:NoMethodError occured. Undefined method ‘[]=’ for nilCLass
Any idea how to solve this?
Probably you loaded a save done before adding the script. As a general rule many scripts will not work with saves done before the script implementaition.
Hi,
Here the result I got with your script, I am pretty happy with it.
http://uppix.net/8/7/5/b0c2679d85fd15fdafb088ade6885.png
But I wonder if it’s possible to get that kind of result with your script ?
http://uppix.net/c/3/2/483d0567ad38690f47761815f0a14.html
Yes it is, but it will depend more on the images you use than on the script itself.
Occasionally when you exit the menu screen the map will display without effects.
I repeatedly press “x” just to test it.
I didn’t experience this on the default menu, i had this bug in a earlier version but i fixed it. Unless you’re using a custom menu, if that’s the case, it’s a compatibility issue.
You’re right, I had an earlier version.
Thanks.
I just downloaded the script and lights, but it’s not working for me. I have the following comment in an event:
opacity: 200, blue: 160, green: 120
but nothing is different. I’ve got the VE Basic Module v 1.15.
Forgot about html coding. I’ve got
>create shade<
opacity: 200, blue: 160, green: 120
>/create shade<
WTF.
<create shade>
opacity: 200, blue: 160, green: 120
</create shade>
sorry about the multiple comments.
On events the <create shade> on event comments will work only when the event is actually processed. So, unless the event is in a parallel processe or automatic start, it won’t work until you start the event.
I just copy/pasted you code and it worked.
You should add this on the map notebox instead.
Ah. Thanks so much, Victor. And now that I’ve seen the event in action, I realize why you said for it to be in the map notebox. Could you show me how to make it so light comes in from a window, then? I’m having a bit of trouble understanding your instructions in the script comments.
Would you be adding a feature that allows for fire? (example: set a fire graphic and the light to flicker like a fire) Or a feature for shadows when the characters get closer to the light?
Shadows i’m not going to add to this script. About fire, i’m planing making a particle script that is compatible with this.
I don’t know what that is, a particle script.
I managed to make a fire by taking the torch.png and changing the color to a medium/light blue because I know that the script inverts the colors. Also, I set up the speed to 30. It looks nice.
I still can’t quite grasp the concept of giving actors a lantern. Would it be as simple as placing, say,
in the map’s note box, where 001 is the actor’s ID in the database and 100 is the opacity of the lantern?
I’ve been working at this for about an hour now. I have a shade set for the map, and the little lamps I’ve set up on events work just fine. I can’t seem to conjure a lantern for my active actor on the screen.
“where 001 is the actor’s ID in the database and 100 is the opacity of the lantern?”
It’s not the actor database ID. it’s the INDEX, the position of the actor on the party. So the first actor use index 0, the second index 1…
<— Failed at posting on the first round, and I'm sorry for that.
That's where I was confused. Now that I have that last bit of information it's all cleared up!
Thanks a ton, and sorry for being such a scrub.
Hey. I wonder why the game runs slowly if I use many light sources simultaneously?
Thank
er… you answerd yourself -.-’
This system must be used wisely because it’s very graphic heavy.
Wow. Great script, very versatile.
Probably not, but I have to ask, is it possible to add light effects to characters without changing the tone of the screen?
I would like a visual effect to be displayed around an actor, I’m thinking PSO Aura effects.
Olá, Victor.
Bem, antes de mais nada gostaria de elogiar seu script. Ele é muito refinado, aparentemente.
Bom, estou tendo um pequeno problema com ele.
Ao entrar no mapa em que eu uso seu script, eu consigo mover meus herois apenas
para cima. Quando movo para baixo ou para os lados ocorre o seguinte erro:
Script ‘Basic Mode’ line 593: NoMethodError Ocurred
undefined method ‘visible_followers’ for #
sabe me dizer qual o erro? tentei pelos dois scripts da demo, que não sao os mais
atuais, dá um erro na parte do script Light Effects dessa vez.
Se puder me ajudar, agradeceria muito!
Abraço!
for# e em seguida aparece numeros e letras que variam conforme o ponto
do mapa em que da o erro.
Como eu consigo move-lo para cima, mostra numeros e letras variadas.
Não faço a minima ideia.
Não adianta dizer o erro se não falar as coisas que causaram ele e outras informações, como outros scripts usados.
I don’t know If you take request, but If you made a day and night system,
that was compatible with this, I would forever be In your debt.
Day and Night systems can be very easly evented, and since you can control the effects with comment calls in events i don’t see a point in doing that.
Hey, first of all great script
Second, quick question. Not sure if you covered this already, tried translating the Portuguese comments to see if related to my topic… my problem is with the map lighting events. The lights appear but in the top left corner, and not in the X/Y position they’re evented to be… used your demo for a test, same problem. Updated your demo scripts to your newest ones, and same result. The light/lamp snippets in question::
id: 20, name: “light”, map_x: 6, map_y: 10
zoom: 30, pos_y: -16
(This is the one in your demo in both map tag, and the little instructor NPC to create one on the nearby lamppost)
The images appear, just in the top left corner… :\
err well default id: was 1, not 20. I was modifying trying to test some things out, and I guess the responses don’t include the tagging etc etc, but you know what was there. You made the script
Victor,você pode fazer uma versão mais recente da demo?
Eu trabalho sozinho em um projeto e nao sou muito bom com scripts(tenho problemas desde o RM XP).
E se eu tiver um exemplo,eu consigo fazer…eu li todos os comentários acima,porém não consigo fazer funcionar nem com os exemplos dados…
Não vou atualizar a demo ela é so pra mostrar os efeito e nao deve ser usada.
Same like Glemm here, the light in map notes shows at up left corner.
“The images appear, just in the top left corner… :\”
x and y position dont work
Hi, may I ask you. When my actor move (teleport) to other maps, it has the problem about line 789. Say something about ‘new_map_id’ and the game closed. I also try in your demo and has a same problems. Is it normal?
Oh, I find out that I use outdated scrip, and then I replace new one. It work, sorry again ^^!
I know you’ve been busy, so I will patiently wait. Hope you can help us with the image in the top left corner problem ^_^ Until then, keep up the good work and I’ll build you a statue! lol
Is there a way to make this work like a Night and Day system? Or can you mod it to work like that?
I’ve got a problem , when i run the game, appears this message
“Script ‘Basic Module’ line 618: NoMethodError occurred.
undefined method ‘visible_followers’ for
#”
i’ve made a event and used a comment with this code:
id: 1
index: 0
name: “torch”
opacity: 120
I have the latest VE – basic module
Waiting for an answer
Thanks
Hey great work mate!
Afew questions im trying to make it so that I can make a day/night cycle
How would you recommend I achieve this?
Do you know how I can run the following code inside an event or script?
opacity: 192
blue: 128
Hey
I have found a problem when using with your Mode 7 script, it messes up the graphics when walking, see my example pic
http://dl.dropbox.com/u/1331768/gfxerrors.jpg
Please help!
Mode 7 post was made to wrong website sorry
Hey im trying to make a lantern , that points the same way the chr does,
I can make a room dark but can get a lantern to work,
can someone please help me
*I can make a room dark but cant
get a lantern to work,
Help! When I call an actor lantern, it throws me an error:
Error: Basic Module, Undefined method: Visible Followers
Yeah, I’m also getting the same error.
I tried it with a project with no other scripts aside the two and I still get the error.
I also tried it with your demo and it also gives another error.
Same error.
Very nice script! However, I also get the same error (Error: Basic Module, Undefined method: Visible Followers) when trying to use Actor lantern. Any idea what I can do?
This script is incredibly easy to use, even for a noob such as myself. You did an amazing job!
Has anyone got the lantern to work?
if so can you make a demo that shows how the lantern is used!!
or can someone make a detailed guide on how to use a lantern.
Thanks
ShinobiChef