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[Error] Map lightings are pulsing?

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    7
    Years
    • Seen Apr 28, 2023
    I couldn't find anyone experiencing this through my hours of Googling so I decided to break down and post here in the forum.

    I decided to turn the TIME_SHADING in Pokemon Essential (I'm using v18.1) to true to have day/night cycles active (this was my understanding of what it does after going through the wiki). And ever since then, every single map, whether indoor or outdoor, will have its lighting pulsate. I changed it to false to see if that would stop it but the pulsing continues, unaffected by the change. Again, this affecting all maps so I'm sure it's something with the Settings script.

    It's incredibly annoying and I have no idea how to fix it. Anyone have a clue on what I need to do?
     
    Last edited:
    This sounds weird.

    First, I do not really understand what you mean by "every single map, whether indoor or outdoor, will have its lighting pulsate". Can you capture the game to show us what you mean?
    Second, I looked for the docs mentioning day/night cycle; I think the docs you are refering to is this page, can you confirm? (The constant TIME_SHADING is called ENABLESHADING in this page, I assume this is the same constant, as ENABLESHADING doesn't exist anymore in v18).
    Thirdly, in the Gen 8 project (which is v18.1.dev), the constant TIME_SHADING is set to "true" by default. Did you install any other script that changes day/night cycles, or time of the day?

    So, I looked into the scripts to see the usages of TIME_SHADING and locate the bug.
    In the file PField_Time, find the function:
    Code:
      def self.getTone
    Please post its code here, just to compare.
     
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