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Step 1
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First, you need two areas that you will be using to implement this system properly.
Once you have that it's time to really get started, so go to Step 2 once you have
your two areas.
Step 2
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OK, find the spot where you want your light source.
Make a new event on that spot, name it "light" or "lantern" or something similar.
Now, find the proper icon graphic. I chose the one that looks like a lantern.
But, before setting up the eventing, let's set up the event itself.
You need to checkmark:
-Move animation
-Stop animation
and -Direction Fix
This will stop the icon from changing during gameplay.
It's also preferable that the event be set to activate with the action button.
Step 3
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Now for some eventing.
First, place insert some text to ask the player if he wants to turn out the lantern.
Here's what I used. . .
Text: A lantern supplying light for the room.
Text: Would you like to put the lantern out?
Now, insert a choice box with the options Yes and No.
Step 4
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Under "When [Yes]" insert these commands.
-Change Screen Color Tone (Don't set the tone yet yet)
-Control Self Switch: A =ON
Got that? OK, now make a new variable, call it "Lights OUT"
Now insert that variable under "Contol Self Switch: A =ON"
In the variable, check "Add" and change the contant to 1.
Now, about that "Change Screen Color Tone" action. . .
You need to set it to something that only slightly dims the area, (Unless you'd prefer otherwise.)
I prefer these settings:
Red = -34
Green = -34
Blue = -17
Gray = 17
Time: 10 Frames
These are MY prefered settings, keep in mind that this up to the user entirely.
Also, make sure you don't put ANYTHING under the "When [No] option.
Congratulations, the first page of this event is done.
Step 5
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In our event, make a new page.
Under conditions, check the self switch box, and make it so Self Switch A must be on.
While we're at it, uncheck the Stop Animation box.
Now on to the task at hand.
First off, let's change that graphic to something that reflects the dimmed area better.
I like to use the same graphic, but change the hue to a greenish color. If you can come up with something
better, feel free to use it.
Now, let's insert some text, to allow the user to relight the lantern.
Here's what I used:
Text: The lantern has not been lit.
Text: Would you like to light the lantern?
Got that? Now, once again, insert a choice box with the options Yes and No.
Step 6
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Under the Yes option, insert these commands.
-Change Screen Color Tone (Set it back to all zeroes, at however many frames you want.)
-Control Self Switch A =OFF
Once you have that, insert a Control Variable for the "Lights Out"
This time, however, check the Sub option, but leave the Constant at 1.
Make sure to leave NOTHING under the "When [No]" Option.
Now, that's it for your light. Playtest it to make sure it works properly before moving on to Further steps.
Step 7
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Considering your playtest went smoothly, you've done pretty good so far!
Now the next part, is adjusting where your player transfers between your two areas.
Make a new event where you want your player to transfer. If you alread have a player transfer event,
it would be best to delete it, and follow this process.
In the event, insert a Conditional Branch.
Make the condition, so that the "Light OUT" variable must equal 1.
Now, under the Condition, go ahead and place all your transfer information. Including any SEs or Player Transfers.
Got it? Ok, now under your commands, insert another "Change Screen Color Tone" command.
Make it so that the tone goes back to default, (all zeroes.) and make it occur at zero frames.
What this means, is that if you go downstairs, but the lantern is out, the lights will NOT be dimmed in the
next area.
Now, in your Conditions, under the "Else" option, copy and paste your transfer info, but you can leave the
Change Screen Color Tone command out.
Step 8
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Alright, you're almost done. Go to your second area, (the one that you transfer to) and set up a new event that
will transfer you back to the area we just got done with.
Once the event is there, just leave it blank.
Now go back to the other map, and go the event that transfers you.
Copy the whole Conditional Branch that we put in.
Once you have it, go back to the second map, and paste it in to the even we just made.
Step 9
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Now, for some minor tweaking.
Go into your event, and edit your transfer info. Remove any unwanted SEs, and edit your Player Transfer
to transfer you to the proper location. Make sure you do this for both he Condition branch, and the Else branch.
Once you have that, right click the "Change Screen Color Tone" command, and select edit.
Change the tone to mirror whatever the lantern's is when it is cut off. Mine was:
Red = -34
Green = -34
Blue = -17
Gray = 17
Time: 10 Frames
Once this is changed properly, select apply, and Ok.
Step 10
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Well, I suppose it's really more of a 10 step process.
'Cause that's it! All that's left to do now, is to playtest, and see to it that our process works.
Things to look for are as follows:
-Lantern can be turned on or off at players will
-Lantern dims the area
-Lantern icon changes
-If the lantern is off, it will not affect the tone of the next area
-Leaving the area, and coming back will result in the tone that the player left it in.
If preformed properly, this process should work just fine.
I don't require any credit unless the user wants to give me some, as it is a relativley simple use of eventing.