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MVOcRam - Lights plugin (MZ/MV)

BMM Archive · July 3, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: OcRam - Lights plugin (MZ/MV)
  • Original author: OcRam
  • Original date: May 2, 2019
  • Source thread: https://forums.rpgmakerweb.com/threads/ocram-lights-plugin-mz-mv.108614/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMV)

Summary

Introduction This plugin will add 1 layer for light sources. You may use event comments or plugin commands to control different type of light sources. Event comments are processed PER page so you can easily control different types of light sources on same event. You may have multiple different light sources declared in 1 event page! Light sources for player, followers and events are carried over save/load. Example if you change light source via plugin command it will be saved on game save - and when game is loaded -...

Archived First Post

Introduction
This plugin will add 1 layer for light sources. You may use event comments or plugin commands to control different type of light sources. Event comments are processed PER page so you can easily control different types of light sources on same event. You may have multiple different light sources declared in 1 event page!

Light sources for player, followers and events are carried over save/load. Example if you change light source via plugin command it will be saved on game save - and when game is loaded - saved light data will persist!

NOTE: If you use OcRam_Local_Coop/OcRam_Time_System make sure they are up-to-date and imported BEFORE OcRam_Lights -plugin.

Here's what you need:
1. This plugin
2. Configure plugin parameters as you like
3. Add event comments/plugin commands





Multiple lights per event (Credits to EthanFox)
NOTE: Officially available only via EVENT comments!
(or advanced JS - need to know basics at least)

Create some crazy looking stuff with kill switch on it!
multiple_lights.jpg

On page 2:
Trigger: Action Button
Condition: "Self Switch D"
* Comment * <light:0>
Control Selft Switch : D = OFF

Use JS conditional check to check in parallel event page if player is in radius.
event_page_light_radius_check.jpg


When player is not in event light radius.
light_radius_check_not_in_sight.jpg


When player is in event light radius.
light_radius_check_in_sight.jpg


Vibrant colors + dynamic light cones with angle and possibility to rotate x degrees per frame!
lights2_vibrant.png


New notation technique will give you possibility to combine new parameters with existing light types!
lights2_light-ex.png

All OcRam -plugins now available at ocram-codes.net

Please read:
Terms of Use

Latest version: Download from here

All my plugins: Check 'em out!

Downloads / Referenced Files

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License / Terms Note

Multiple lights per event (Credits to EthanFox) NOTE: Officially available only via EVENT comments! (or advanced JS - need to know basics at least) Spoiler: Event page setup for multiple lights and cycling colors

Creator Claims / Removal

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