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本帖最后由 lqsg123 于 2018-4-23 18:28 编辑
大佬,和这个半身像的插件冲突啊!
- //=============================================================================
- // Terrax Plugins - Lighting system
- // TerraxLighting.js
- // Version: 1.5.1
- //=============================================================================
- //
- // This script overwrites the following core scripts.
- //
- // Spriteset_Map.prototype.createLowerLayer
- //
- //=============================================================================
- /*:
- * @plugindesc v1.5.1 Creates an extra layer that darkens a map and adds lightsources!
- * @author Terrax
- *
- * @param Player radius
- * @desc Adjust the light radius around the player
- * Default: 300
- * @default 300
- *
- * @param Add to options
- * @desc Adds switching the script on of off to the options menu
- * Default: Yes
- * @default Yes
- *
- * @param Option menu entry
- * @desc Text item used in the option menu (change for different language)
- * Default: Lighting effects
- * @default Lighting effects
- *
- * @param Reset Lights
- * @desc Resets the light switches each map
- * Default: No
- * @default No
- *
- * @param Save DaynightHours
- * @desc Game variable the time of day (0-23) can be stored in
- * Default: 0
- * @default 0
- *
- * @param Save DaynightMinutes
- * @desc Game variable the time of day (0-59) can be stored in
- * Default: 0
- * @default 0
- *
- * @param Save DaynightSeconds
- * @desc Game variable the time of day (0-59) can be stored in
- * Default: 0
- * @default 0
- *
- * @param Flashlight offset
- * @desc Increase this setting to move up the flashlight for double height characters.
- * Default: 0
- * @default 0
- *
- * @param Screensize X
- * @desc Increase if your using a higher screen resolution then the default
- * Default : 866
- * @default 866
- *
- * @param Screensize Y
- * @desc Increase if your using a higher screen resolution then the default
- * Default : 630
- * @default 630
- *
- * @param Kill Switch
- * @desc Possible values A,B,C,D. If Selfswitch X is switched ON, the events lightsource will be disabled.
- * Default : No
- * @default No
- *
- * @help
- * To activate the script in an area, do the following:
- * 1. Put an event switch into the map.
- * 2. In the 'Note' field (Next to the name) put the following text :
- * Light 250 #FFFFFF
- * - Light activates the script
- * - 250 is the lightradius of the object
- * - #FFFFFF is the lightcolor (white in this case)
- * 3. You're done, its that simple.
- *
- * You can add two optional commands for brightness and direction
- * Light 200 #FFFFFF B50 increases the brightness with 50%. Value between 0 and 99.
- * Light 200 #FFFFFF D1 will give half a lightglobe for lightsources placed on walls.
- * 1. For lights on north walls, light will face down.
- * 2. For lights on east walls, light will face west.
- * 3. For lights on south walls, light will face north.
- * 4. For lights on west walls, light will face east.
- *
- * To alter the player radius in game use the following plugin command :
- * Light radius 200 #FFFFFF (to change the radius and the color)
- * If you want to change the player radius slowly over time (like a dying torch)
- * use the command 'Light radiusgrow 200 #FFFFFF'
- * You can alter the brightness of the players lightsource by adding:
- * 'Light radius 200 #FFFFFF B70' (Brightness values between 0 and 99, 0 is default)
- *
- * To turn on and off lightsources in the game, do the following:
- * Give the lightsource the normal def : Light 250 #FFFFFF and an extra number
- * so it becomes 'Light 250 #FFFFFF 1'
- * (If your using the optional brightness and direction place it after those (Light 250 #FFFFFF B50 D2 1)
- * To turn on this light use plugin command : 'Light on 1'.
- * The plugin command will also trigger SelfSwitch 'D' on the targeted light(s).
- * To turn off the light use plugin command : 'Light off 1'.
- * You can reset the switches each map with the option or manualy by
- * the plugin command 'Light switch reset'
- * You can also turn off lights with the kill-selfswitch defined in the parameters.
- * You can change the color of the lightsources that have a id. Use plugin call
- * 'Light color 1 #FF0000'
- *
- * You can let the light color cycle automaticly with the following note-tag
- * Light cycle #FF0000 50 #00FF00 50 #0000FF 50
- * This will let the color cycle from red to green to blue, each 50 miliseconds.
- * Minimum of 2 colors, maximum of 4 colors.
- *
- * Replacing the 'Light' keyworld with 'Fire' will give the lights a subtle flicker
- * You can configure the fire effect with the plugin command 'SetFire 7 10'
- * Where 7 is the radius change and 10 is the shift in color from red to yellow.
- *
- * To completly turn off the script use : 'Light deactivate'
- * To turn it on again use the command: 'Light activate'
- *
- * To activate a day-night cycle on a map, put in a trigger with 'DayNight' in an event note
- * or in the map note.
- * Plugin command 'Daynight speed 10' changes the speed.
- * Speed 10 means it takes 10 seconds to to pass one hour in game (probably to fast)
- * Plugin command 'Daynight hour 16 30' sets the hour to 16:30 hours
- * Each hour has its own color value.
- * Plugin command 'Daynight color 0 #222222' changes 0:00 hours to color value '#222222'
- * You can add time with the plugin command 'Daynight add 8 30' (this adds 8 hours and 30 minutes)
- *
- * If you want to use the time of day to trigger effects (like turning on lights when it gets dark)
- * you can use the parameters 'Save DaynightHours','Save DaynightMinutes','Save DaynightSeconds'
- * The default is 0, which means its off.
- * If you set it to a value,5 for example, it will store the daynight value inside game variable 5.
- * You can then use that variable to trigger lights.
- * To help syncing/debugging the time system you can use scriptcommand 'daynight debug' to display the current time.
- * If you want to go 'alien world' and stuff, you can change the number of hours in a day with
- * script command 'daynight hoursinday 48' (for 48 hours in day, don't forget to fill in the hour values)
- *
- * As an alternative to the daynight cycle you can use the tint system. If you want to use another plugin for the
- * day/night cycle, the tint option is probably best to use.
- * The plugin command 'Tint set #333333' will make the room less dark.
- * The plugin command 'Tint fade #777777 5' will fade the color from the current color to the new, the last
- * number (5) is the speed of the fade, were 1 is a fast fade and 20 is a very slow one.
- * If an area has a daynight cycle system, the tint system is disabled.
- *
- * To use a flashlight effect use 'Flashlight on 8 12 #FFFFFF 3' and 'Flashlight off'
- * The arguments are optional (8=beamlength, 12=beamwidth, #FFFFFF=color, 3=beam density)
- * Events can also use the flashlight effect. Use 'Flashlight 8 12 #888888 1 2' in the note-tag.
- * where 8 is the length of the flashlights beam and 12 is the width of the beam. The last numbers are
- * optional and can be used to turn the NPC's flashlight on or off and set the direction of the beam
- * if the event is not moving (1=up, 2=right, 3=down, 4=left) the default is down.
- *
- * TileLight and RegionLight settings
- * To create lightsources without using events you can use the following plugin command.
- * TileLight 1 ON #FFFFFF 150 Will create a lightsource (color #FFFFFF radius 150) on all tiles with tile-tag 1.
- * TileRegion 1 ON #FFFFFF 150 Will create a lightsource on all tiles with region-number 1.
- * You can increase the brightness of a lightsource with the optional TileRegion 1 ON #FFFFFF 150 B50 (for 50% increased brightness)
- * TileLight 1 OFF will turn off the lights on tile-tag 1 again
- * TileRegion 1 OFF will turn off the lights on region-number 1 again
- * TileFire and RegionFire works the same as TileLight, but with fire effect.
- * TileGlow and RegionGlow works the same as TileLight, but with a slight pulsing effect.
- * Make sure your map still has at least one event with lights in it, otherwise the script will not run.
- *
- * TileBlock and RegionBlock settings
- * To block lights on certain tiles (roofs for instance) you can use the following plugin command.
- * TileBlock 1 ON #000000 Will block light on tiles with tile-tag 1.
- * RegionBlock 1 ON #000000 Will block lights on tiles with region-number 1.
- * TileBlock 1 OFF and TileRegion 1 OFF turns off the blocking again.
- * To darken but not completly block light use a slightly higher color setting (#333333) for instance.
- * This function does not raytrace. If the players lightradius is bigger then the blocking tiles the
- * light will show on the other side. For the best effect keep the lightradius a bit smaller then the block section.
- * for advance users, if you want to block more or less of the tile you can do the following
- * RegionBlock 1 ON #000000 shape xoffset yoffset width height
- * RegionBlock 1 ON #000000 1 20 20 10 10 -> this will block a box starting at 20,20 with width and height 10,10
- * RegionBlock 1 ON #000000 2 20 20 10 10 -> this will block a oval starting at 20,20 with xradius 10 and yradius 10
- *
- * You can use the following plugin calls to create short duration light effects for explosions or spells.
- * plugin command: effect_on_event 003 200 #FFAAAA 50
- * -> Will create a lightglobe on event with id 003, Radius 200, color #FFAAAA, duration 50 frames
- * plugin command: effect_on_xy 560 500 50 #FFAAAA 25
- * -> Will create a lightglobe on coordinates 560,500, Radius 50, color #FFAAAA, duration 25 frames
- * A number of special effects can be added, explained in the manual
- * Terrax lighting system is compatible with the Moghunter time system, for specifics see the read-me.
- *
- * Released under the MIT license,
- * if used for commercial projects feel free to make a donation or
- * better yet, give me a free version of what you have created.
- * e-mail : fox(AT)caiw.nl / terraxz2 on steam.
- *
- * Thanks to everyone in the rpgmakerweb community for idea's, support and interest.
- * Special thanks to Galv for solving some problems.
- */
- //=============================================================================
- // ps.. if my code looks funky, i'm an old guy..
- // object orientated programming bugs the hell out of me.
- var Imported = Imported || {};
- Imported.TerraxLighting = true;
- // These are global variables so they can be used by other plugins
-
- var Terrax_tint_speed = 60;
- var Terrax_tint_target = '#000000';
- var Terrax_ABS_skill_x = [];
- var Terrax_ABS_skill_y = [];
- var Terrax_ABS_skill = [];
- var Terrax_ABS_blast_x = [];
- var Terrax_ABS_blast_y = [];
- var Terrax_ABS_blast = [];
- var Terrax_ABS_blast_duration = [];
- var Terrax_ABS_blast_fade = [];
- var Terrax_ABS_blast_grow = [];
- var Terrax_ABS_blast_mapid = [];
- (function() {
- var colorcycle_count = [1000];
- var colorcycle_timer = [1000];
- var event_note = [];
- var event_id = [];
- var event_x = [];
- var event_y = [];
- var event_dir = [];
- var event_moving = [];
- var event_stacknumber = [];
- var event_eventcount = 0;
- var tile_lights = [];
- var tile_blocks = [];
- var parameters = PluginManager.parameters('TerraxLighting');
- var player_radius = Number(parameters['Player radius']);
- var reset_each_map = parameters['Reset Lights'] || 'No';
- var daynightsavehours = Number(parameters['Save DaynightHours'] || 10);
- var daynightsavemin = Number(parameters['Save DaynightMinutes'] || 11);
- var daynightsavesec = Number(parameters['Save DaynightSeconds'] || 12);
- var flashlightoffset = Number(parameters['Flashlight offset'] || 0);
- var killswitch = parameters['Kill Switch'] || 'No';
- var add_to_options = parameters['Add to options'] || 'Yes';
- var optiontext = parameters['Option menu entry'] || 'Lighting effects';
- var options_lighting_on = true;
- var maxX = Number(parameters['Screensize X'] || 866);
- var maxY = Number(parameters['Screensize Y'] || 630);
- // global timing variables
- var tint_oldseconds=0;
- var tint_timer=0;
- var moghunter_phase = -1;
- var oldmap = 0;
- var oldseconds = 0;
- var oldseconds2 = 0;
- var daynightdebug = false;
- var speeddebug = false;
- var gamedebug = false;
- var debugtimer = 0;
- var event_reload_counter = 0;
- var mogdebug = false;
- var terrax_tint_speed_old = 60;
- var terrax_tint_target_old = '#000000'
- var tileglow = 0;
- var glow_oldseconds =0;
- var glow_dir = 1;
- var cyclecolor_counter = 0;
- var darkcount = 0;
- var daynightset = false;
- var averagetime = [];
- var averagetimecount = 0;
- var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
- Game_Interpreter.prototype.pluginCommand = function(command, args) {
- _Game_Interpreter_pluginCommand.call(this, command, args);
- if (typeof command != 'undefined') {
- command = command.toLowerCase();
- // ************* TILE TAGS ***************
- if (command === 'tileblock' || command === 'regionblock' || command === 'tilelight' || command === 'regionlight' || command === 'tilefire' || command === 'regionfire' || command === 'tileglow' || command === 'regionglow') {
- var tilearray = $gameVariables.GetTileArray();
- var tiletype = 0;
- if (command === 'tileblock') {
- tiletype = 1;
- }
- if (command === 'regionblock') {
- tiletype = 2;
- }
- if (command === 'tilelight') {
- tiletype = 3;
- }
- if (command === 'regionlight') {
- tiletype = 4;
- }
- if (command === 'tilefire') {
- tiletype = 5;
- }
- if (command === 'regionfire') {
- tiletype = 6;
- }
- if (command === 'tileglow') {
- tiletype = 7;
- }
- if (command === 'regionglow') {
- tiletype = 8;
- }
- //var tilenumber = Number(args[0]);
- var tilenumber = Number(eval(args[0]));
- var tile_on = 0;
- if (args[1] === 'on' || args[1] === 'ON') {
- tile_on = 1;
- }
- var tilecolor = args[2];
- var isValidColor1 = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(tilecolor);
- if (!isValidColor1) {
- if (tiletype === 1 || tiletype === 2) {
- tilecolor = '#000000';
- } else {
- tilecolor = '#FFFFFF';
- }
- }
- var tileradius = 100;
- var tilebrightness = 0.0;
- var shape = 0;
- var x1 = 0;
- var y1 = 0;
- var x2 = 0;
- var y2 = 0;
- if (tiletype === 1 || tiletype === 2) {
- if (args.length > 3) {
- shape = args[3];
- }
- if (args.length > 4) {
- x1 = args[4];
- }
- if (args.length > 5) {
- y1 = args[5];
- }
- if (args.length > 6) {
- x2 = args[6];
- }
- if (args.length > 7) {
- y2 = args[7];
- }
- } else {
- if (args.length > 3) {
- tileradius = args[3];
- }
- if (args.length > 4) {
- tilebrightness = args[4];
- }
- }
- var tilefound = false;
- for (var i = 0; i < tilearray.length; i++) {
- var tilestr = tilearray[i];
- var tileargs = tilestr.split(";");
- if (tileargs[0] == tiletype && tileargs[1] == tilenumber) {
- tilefound = true;
- if (tiletype === 1 || tiletype === 2) {
- tilearray[i] = tiletype + ";" + tilenumber + ";" + tile_on + ";" + tilecolor + ";" + shape + ";" + x1 + ";" + y1 + ";" + x2 + ";" + y2;
- } else {
- tilearray[i] = tiletype + ";" + tilenumber + ";" + tile_on + ";" + tilecolor + ";" + tileradius + ";" + tilebrightness;
- }
- //Graphics.Debug('Set',tilearray[i]);
- }
- }
- if (tilefound === false) {
- var tiletag = "";
- if (tiletype === 1 || tiletype === 2) {
- tiletag = tiletype + ";" + tilenumber + ";" + tile_on + ";" + tilecolor + ";" + shape + ";" + x1 + ";" + y1 + ";" + x2 + ";" + y2;
- } else {
- tiletag = tiletype + ";" + tilenumber + ";" + tile_on + ";" + tilecolor + ";" + tileradius + ";" + tilebrightness;
- }
- tilearray.push(tiletag);
- //Graphics.Debug('Push',tiletag);
- }
- $gameVariables.SetTileArray(tilearray);
- ReloadTagArea();
- //Graphics.Debug('tile length',tile_lights.length);
- }
- // ************* TINT *******************
- if (command === 'tint') {
- if (args[0] === 'set') {
- //var tint_value = args[1];
- $gameVariables.SetTint(args[1]);
- $gameVariables.SetTintTarget(args[1]);
- }
- if (args[0] === 'fade') {
- //var Tint_target = args[1];
- //var Tint_speed = args[2];
- $gameVariables.SetTintTarget(args[1]);
- $gameVariables.SetTintSpeed(args[2]);
- }
- //Graphics.Debug('TINT',args[1]+' '+args[1]+' '+args[2]);
- }
- // ************* MOGHUNTER TIMESYSTEM COMPATIBLE *******************
- if (command === 'tls_moghunter') {
- if (args[0] === 'on') {
- //moghunter = true;
- $gameVariables.SetMog(true);
- }
- if (args[0] === 'off') {
- //moghunter = false
- $gameVariables.SetTint('#000000');
- $gameVariables.SetMog(false);
- }
- if (args[0] === 'tint') {
- if (args.length == 7) {
- var mogtint = $gameVariables.GetMogTintArray();
- for (var i = 0; i <= 5; i++) {
- var tintcolor = args[i];
- var isValidColor3 = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(tintcolor);
- if (isValidColor3 == true) {
- mogtint[i] = tintcolor;
- //Graphics.Debug('TEST',tintcolor);
- $gameVariables.SetMogTintArray(mogtint);
- }
- }
- }
- }
- if (args[0] === 'debug') {
- mogdebug = true;
- }
- }
- // ************* DAYNIGHT *******************
- if (command === 'daynight') {
- var daynightspeed = $gameVariables.GetDaynightSpeed();
- var daynighttimer = $gameVariables.GetDaynightTimer(); // timer = minutes * speed
- var daynightcycle = $gameVariables.GetDaynightCycle(); // cycle = hours
- var daynighthoursinday = $gameVariables.GetDaynightHoursinDay(); // 24
- var daynightcolors = $gameVariables.GetDaynightColorArray();
- if (args[0] === 'speed') {
- daynightspeed = Number(args[1]);
- if (daynightspeed <= 0) {
- daynightspeed = 5000;
- }
- $gameVariables.SetDaynightSpeed(daynightspeed);
- }
- if (args[0] === 'add') {
- var houradd = Number(args[1]);
- var minuteadd = 0;
- if (args.length > 2) {
- minuteadd = Number(args[2]);
- }
- var daynightminutes = Math.floor(daynighttimer / daynightspeed);
- daynightminutes = daynightminutes + minuteadd;
- if (daynightminutes > 60) {
- daynightminutes = daynightminutes - 60;
- daynightcycle = daynightcycle + 1;
- }
- daynightcycle = daynightcycle + houradd;
- daynighttimer = daynightminutes * daynightspeed;
- if (daynightsavemin > 0) {
- $gameVariables.setValue(daynightsavemin, daynightminutes);
- }
- if (daynightcycle < 0) {
- daynightcycle = 0;
- }
- if (daynightcycle >= daynighthoursinday) {
- daynightcycle = daynightcycle - daynighthoursinday;
- }
- if (daynightsavehours > 0) {
- $gameVariables.setValue(daynightsavehours, daynightcycle);
- }
- $gameVariables.SetDaynightTimer(daynighttimer); // timer = minutes * speed
- $gameVariables.SetDaynightCycle(daynightcycle); // cycle = hours
- }
- if (args[0] === 'hour') {
- daynightcycle = Number(args[1]);
- if (args.length > 2) {
- daynightminutes = Number(args[2]);
- } else {
- daynightminutes = 0;
- }
- daynighttimer = daynightminutes * daynightspeed;
- if (daynightsavemin > 0) {
- $gameVariables.setValue(daynightsavemin, daynightminutes);
- }
- if (daynightcycle < 0) {
- daynightcycle = 0;
- }
- if (daynightcycle >= daynighthoursinday) {
- daynightcycle = (daynighthoursinday - 1);
- }
- if (daynightsavehours > 0) {
- $gameVariables.setValue(daynightsavehours, daynightcycle);
- }
- $gameVariables.SetDaynightTimer(daynighttimer); // timer = minutes * speed
- $gameVariables.SetDaynightCycle(daynightcycle); // cycle = hours
- }
- if (args[0] === 'hoursinday') {
- var old_value = daynighthoursinday;
- daynighthoursinday = Number(args[1]);
- if (daynighthoursinday < 0) {
- daynighthoursinday = 0;
- }
- if (daynighthoursinday > old_value) {
- for (var i = old_value; i < daynighthoursinday; i++) {
- daynightcolors.push('#FFFFFF');
- }
- }
- $gameVariables.setDayNightColorArray(daynightcolors);
- $gameVariables.setDayNightHoursInDay(daynighthoursinday);
- }
- if (args[0] === 'debug') {
- daynightdebug = true;
- }
- if (args[0] === 'color') {
- var hour = Number(args[1]);
- if (hour < 0) {
- hour = 0;
- }
- if (hour >= daynighthoursinday) {
- hour = (daynighthoursinday - 1);
- }
- var hourcolor = args[2];
- var isValidColor = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(hourcolor);
- if (isValidColor) {
- daynightcolors[hour] = hourcolor;
- }
- $gameVariables.SetDaynightColorArray(daynightcolors);
- }
- }
- // ************* FLASHLIGHT *******************
- if (command === 'flashlight') {
- if (args[0] == 'on') {
- var flashlightlength = $gameVariables.GetFlashlightLength();
- var flashlightwidth = $gameVariables.GetFlashlightWidth();
- var flashlightdensity = $gameVariables.GetFlashlightDensity();
- var playercolor = $gameVariables.GetPlayerColor();
- if (args.length >= 1) {
- flashlightlength = args[1];
- }
- if (args.length >= 2) {
- flashlightwidth = args[2];
- }
- if (args.length >= 3) {
- playercolor = args[3];
- var isValidPlayerColor = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(playercolor);
- if (!isValidPlayerColor) {
- playercolor = '#FFFFFF'
- }
- }
- if (args.length >= 4) {
- flashlightdensity = args[4]; // density
- }
- if (flashlightlength == 0 || isNaN(flashlightlength)) {
- flashlightlength = 8
- }
- if (flashlightwidth == 0 || isNaN(flashlightwidth)) {
- flashlightwidth = 12
- }
- if (flashlightdensity == 0 || isNaN(flashlightdensity)) {
- flashlightdensity = 3
- }
- $gameVariables.SetFlashlight(true);
- $gameVariables.SetPlayerColor(playercolor);
- $gameVariables.SetFlashlightWidth(flashlightwidth);
- $gameVariables.SetFlashlightLength(flashlightlength);
- $gameVariables.SetFlashlightDensity(flashlightdensity);
- }
- if (args[0] === 'off') {
- $gameVariables.SetFlashlight(false);
- }
- }
- // ******************* SET FIRE *******************
- if (command === 'setfire') {
- flickerradiusshift = args[0];
- flickercolorshift = args[1];
- $gameVariables.SetFireRadius(flickerradiusshift);
- $gameVariables.SetFireColorshift(flickercolorshift);
- }
- // ******************* FIRE *******************
- if (command === 'fire') {
- $gameVariables.SetFire(true);
- } else {
- $gameVariables.SetFire(false);
- }
- // ******************** MAIN PLAYER SETTINGS ***************
- if (command === 'light' || command === 'fire') {
- //******************* Light radius 100 #FFFFFF ************************
- if (args[0] == 'radius') {
- var newradius = Number(args[1]);
- if (newradius >= 0) {
- $gameVariables.SetRadius(newradius);
- $gameVariables.SetRadiusTarget(newradius);
- }
- if (args.length > 2) {
- playercolor = args[2];
- var isValidPlayerColor = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(playercolor);
- if (!isValidPlayerColor) {
- playercolor = '#FFFFFF'
- }
- $gameVariables.SetPlayerColor(playercolor);
- }
- // player brightness
- if (args.length > 3) {
- var brightness = 0.0;
- var b_arg = args[3];
- if (typeof b_arg != 'undefined') {
- var key = b_arg.substring(0, 1);
- if (key == 'b' || key == 'B') {
- var brightness = Number(b_arg.substring(1)) / 100;
- $gameVariables.SetPlayerBrightness(brightness);
- }
- }
- }
- }
- //******************* Light radiusgrow 100 #FFFFFF ************************
- if (args[0] === 'radiusgrow') {
- var evid = this._eventId;
- //Graphics.printError('test',evid);
- var newradius = Number(args[1]);
- if (newradius >= 0) {
- var lightgrow_value = $gameVariables.GetRadius();
- var lightgrow_target = newradius;
- var lightgrow_speed = 0.0;
- if (args.length >= 4) {
- if (player_radius > newradius) {
- //shrinking
- lightgrow_speed = (player_radius * 0.012) / Number(args[4]);
- } else {
- //growing
- lightgrow_speed = (newradius * 0.012) / Number(args[4]);
- }
- } else {
- lightgrow_speed = (Math.abs(newradius - player_radius)) / 500;
- }
- //Graphics.Debug('RADIUS GROW',player_radius+' '+lightgrow_value+' '+lightgrow_target+' '+lightgrow_speed);
- $gameVariables.SetRadius(lightgrow_value);
- $gameVariables.SetRadiusTarget(lightgrow_target);
- $gameVariables.SetRadiusSpeed(lightgrow_speed);
- }
- // player color
- if (args.length > 2) {
- playercolor = args[2];
- var isValidPlayerColor = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(playercolor);
- if (!isValidPlayerColor) {
- playercolor = '#FFFFFF'
- }
- $gameVariables.SetPlayerColor(playercolor);
- }
- // player brightness
- if (args.length > 3) {
- var brightness = 0.0;
- var b_arg = args[3];
- if (typeof b_arg != 'undefined') {
- var key = b_arg.substring(0, 1);
- if (key == 'b' || key == 'B') {
- brightness = Number(b_arg.substring(1)) / 100;
- $gameVariables.SetPlayerBrightness(brightness);
- }
- }
- }
- }
- // *********************** TURN SPECIFIC LIGHT ON *********************
- if (args[0] === 'on') {
- var lightarray_id = $gameVariables.GetLightArrayId();
- var lightarray_state = $gameVariables.GetLightArrayState();
- var lightarray_color = $gameVariables.GetLightArrayColor();
- var lightid = Number(args[1]);
- var idfound = false;
- for (var i = 0; i < lightarray_id.length; i++) {
- if (lightarray_id[i] == lightid) {
- idfound = true;
- lightarray_state[i] = true;
- //Graphics.Debug('state id',i);
- }
- }
- if (idfound == false) {
- lightarray_id.push(lightid);
- lightarray_state.push(true);
- lightarray_color.push('defaultcolor');
- //Graphics.Debug('new state id',i);
- }
- //Graphics.Debug("lightarrays",lightarray_id.length+' '+lightarray_state.length+' '+lightarray_color.length )
- $gameVariables.SetLightArrayId(lightarray_id);
- $gameVariables.SetLightArrayState(lightarray_state);
- $gameVariables.SetLightArrayColor(lightarray_color);
- }
- // *********************** TURN SPECIFIC LIGHT OFF *********************
- if (args[0] === 'off') {
- var lightarray_id = $gameVariables.GetLightArrayId();
- var lightarray_state = $gameVariables.GetLightArrayState();
- var lightarray_color = $gameVariables.GetLightArrayColor();
- var lightid = Number(args[1]);
- var idfound = false;
- for (var i = 0; i < lightarray_id.length; i++) {
- if (lightarray_id[i] == lightid) {
- idfound = true;
- lightarray_state[i] = false;
- }
- }
- if (idfound == false) {
- lightarray_id.push(lightid);
- lightarray_state.push(false);
- lightarray_color.push('defaultcolor');
- }
- $gameVariables.SetLightArrayId(lightarray_id);
- $gameVariables.SetLightArrayState(lightarray_state);
- $gameVariables.SetLightArrayColor(lightarray_color);
- }
- // *********************** SET COLOR *********************
- if (args[0] === 'color') {
- var newcolor = args[2];
- var lightarray_id = $gameVariables.GetLightArrayId();
- var lightarray_state = $gameVariables.GetLightArrayState();
- var lightarray_color = $gameVariables.GetLightArrayColor();
- var lightid = Number(args[1]);
- var idfound = false;
- for (var i = 0; i < lightarray_id.length; i++) {
- if (lightarray_id[i] == lightid) {
- idfound = true;
- //lightarray_state[i] = true;
- lightarray_color[i] = newcolor;
- }
- }
- $gameVariables.SetLightArrayId(lightarray_id);
- $gameVariables.SetLightArrayState(lightarray_state);
- $gameVariables.SetLightArrayColor(lightarray_color);
- }
- // **************************** RESET ALL SWITCHES ***********************
- if (args[0] === 'switch' && args[1] === 'reset') {
- var lightarray_id = $gameVariables.GetLightArrayId();
- var lightarray_state = $gameVariables.GetLightArrayState();
- // reset switches to false
- for (var i = 0; i < $gameMap.events().length; i++) {
- if ($gameMap.events()[i]) {
- for (var j = 0; j < lightarray_id.length; j++) {
- if (lightarray_id[j] == lightid) {
- var mapid = $gameMap.mapId();
- var eventid = $gameMap.events()[i]._eventId;
- var key = [mapid, eventid, 'D'];
- $gameSelfSwitches.setValue(key, false);
- }
- }
- }
- }
- lightarray_id = [];
- lightarray_state = [];
- lightarray_color = [];
- $gameVariables.SetLightArrayId(lightarray_id);
- $gameVariables.SetLightArrayState(lightarray_state);
- $gameVariables.SetLightArrayColor(lightarray_color);
- }
- }
- // *********************** TURN SCRIPT ON/OFF *********************
- if (command === 'light' && args[0] == 'deactivate') {
- //scriptactive = false;
- $gameVariables.SetScriptActive(false);
- }
- if (command === 'light' && args[0] == 'activate') {
- //scriptactive = true;
- $gameVariables.SetScriptActive(true);
- }
- // *********************** TURN SCRIPT ON/OFF *********************
- if (command === 'script' && args[0] == 'deactivate') {
- //scriptactive = false;
- $gameVariables.SetStopScript(true);
- }
- if (command === 'script' && args[0] == 'activate') {
- //scriptactive = true;
- $gameVariables.SetStopScript(false);
- }
- //************************** SPEED/DEBUG TEST ****************************
- if (command === 'script' && args[0] == 'speedtest' && args[1]== 'on') {
- speeddebug = true ;
- }
- if (command === 'script' && args[0] == 'speedtest' && args[1]== 'off') {
- gamedebug = false ;
- }
- if (command === 'script' && args[0] == 'debug' && args[1]== 'on') {
- gamedebug = true ;
- }
- if (command === 'script' && args[0] == 'debug' && args[1]== 'off') {
- gamedebug = false ;
- }
- //************************** RELOAD MAP EVENTS ****************************
- if (command === 'reload' && args[0] == 'events' ) {
- ReloadMapEvents();
- //Graphics.Debug('Reload','Reload');
- }
- // *********************** EFFECTS *********************
- if (command === 'effect_on_event') {
- var x1 = 0;
- var y1 = 0;
- var evid = -1;
- for (var i = 0; i < $gameMap.events().length; i++) {
- if ($gameMap.events()[i]) {
- evid = $gameMap.events()[i]._eventId;
- if (evid == args[0]) {
- x1 = $gameMap.events()[i]._realX * $gameMap.tileWidth();
- y1 = $gameMap.events()[i]._realY * $gameMap.tileHeight();
- }
- }
- }
- // def = radius,color,duration(,keyword,speed)
- // 0. Radius
- // 1. Color
- // 2. Time in Frames
- // 3. Keyword (optional) FADEIN FADEOUT FADEBOTH GROW SHRINK GROWSHRINK BIO
- // 4. Fade/Grow Speed in frames
- var radius = args[1];
- if (radius.substring(0,1) == '#') {
- radius = $gameVariables.value(Number(radius.substring(1)));
- }
- var color = args[2];
- var time = args[3];
- if (time.substring(0, 1) == '#') {
- time = $gameVariables.value(Number(time.substring(1)));
- }
- var def = radius+","+color+","+time;
- if (args.length >=5 ) {
- var command = args[4];
- var ctime = args[5];
- if (ctime.substring(0, 1) == '#') {
- ctime = $gameVariables.value(Number(ctime.substring(1)));
- }
- def = def + "," + command + "," + ctime;
- }
- Terrax_ABS_blast_x.push(String(x1));
- Terrax_ABS_blast_y.push(String(y1));
- Terrax_ABS_blast.push(def);
- Terrax_ABS_blast_duration.push(-1);
- Terrax_ABS_blast_fade.push(-1);
- Terrax_ABS_blast_grow.push(-1);
- Terrax_ABS_blast_mapid.push($gameMap.mapId());
- }
- if (command === 'effect_on_xy') {
- //Graphics.Debug('ARGS',args.length);
- var x1 = args[0];
- if (x1.substring(0, 1) == '#') {
- x1 = $gameVariables.value(Number(x1.substring(1)));
- }
- var y1 = args[1];
- if (y1.substring(0, 1) == '#') {
- y1 = $gameVariables.value(Number(y1.substring(1)));
- }
- var radius = args[2];
- if (radius.substring(0,1) == '#') {
- radius = $gameVariables.value(Number(radius.substring(1)));
- }
- var color = args[3];
- var time = args[4];
- if (time.substring(0, 1) == '#') {
- time = $gameVariables.value(Number(time.substring(1)));
- }
- var def = radius+","+color+","+time;
- if (args.length >=6 ) {
- var command = args[5];
- var ctime = args[6];
- if (ctime.substring(0, 1) == '#') {
- ctime = $gameVariables.value(Number(ctime.substring(1)));
- }
- def = def + "," + command + "," + ctime;
- }
- Terrax_ABS_blast_x.push(x1);
- Terrax_ABS_blast_y.push(y1);
- Terrax_ABS_blast.push(def);
- Terrax_ABS_blast_duration.push(-1);
- Terrax_ABS_blast_fade.push(-1);
- Terrax_ABS_blast_grow.push(-1);
- Terrax_ABS_blast_mapid.push($gameMap.mapId());
- }
- }
- };
- Spriteset_Map.prototype.createLightmask = function() {
- this._lightmask = new Lightmask();
- this.addChild(this._lightmask);
- };
-
- function Lightmask() {
- this.initialize.apply(this, arguments);
- }
- //OLD DEFINTION
- //Lightmask.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
- //NEW DEFINITION
- //Lightmask.prototype = Object.create(PIXI.Container.prototype);
- var pixitest = PIXI.VERSION.substring(0,2) == 'v2'?"PIXI.DisplayObjectContainer.prototype":"PIXI.Container.prototype";
- Lightmask.prototype = Object.create(eval(pixitest));
- Lightmask.prototype.constructor = Lightmask;
-
- Lightmask.prototype.initialize = function() {
- if (PIXI.VERSION.substring(0,2) == 'v2') {
- PIXI.DisplayObjectContainer.call(this);
- } else {
- PIXI.Container.call(this);
- }
- // OLD DEFINITION
- //PIXI.DisplayObjectContainer.call(this);
- // NEW DEFINITION
- //PIXI.Container.call(this);
- this._width = Graphics.width;
- this._height = Graphics.height;
- this._sprites = [];
- this._createBitmap();
- };
-
- //Updates the Lightmask for each frame.
-
- Lightmask.prototype.update = function() {
- this._updateMask();
- };
-
- //@method _createBitmaps
-
- Lightmask.prototype._createBitmap = function() {
- this._maskBitmap = new Bitmap(maxX+20,maxY); // one big bitmap to fill the intire screen with black
- var canvas = this._maskBitmap.canvas; // a bit larger then setting to take care of screenshakes
- };
- function ReloadMapEvents() {
- //**********************fill up new map-array *************************
- event_note = [];
- event_id = [];
- event_x = [];
- event_y = [];
- event_dir = [];
- event_moving = [];
- event_stacknumber = [];
- event_eventcount = $gameMap.events().length;
- //Graphics.Debug('Reload','Reload map events ' + event_eventcount);
- for (var i = 0; i < event_eventcount; i++) {
- if ($gameMap.events()[i]) {
- if($gameMap.events()[i].event()) {
- var note = $gameMap.events()[i].event().note;
- var note_args = note.split(" ");
- var note_command = note_args.shift().toLowerCase();
- if (note_command == "light" || note_command == "fire" || note_command == "flashlight" || note_command == "daynight") {
- event_note.push(note);
- event_id.push($gameMap.events()[i]._eventId);
- event_x.push($gameMap.events()[i]._realX);
- event_y.push($gameMap.events()[i]._realY);
- event_dir.push($gameMap.events()[i]._direction);
- event_moving.push($gameMap.events()[i]._moveType || $gameMap.events()[i]._moveRouteForcing);
- event_stacknumber.push(i);
- }
- //Graphics.Debug('Reload movetype',$gameMap.events()[i]._moveRouteForcing)
- // *********************************** DAY NIGHT Setting **************************
- daynightset = false;
- var mapnote = $dataMap.note.toLowerCase();
- var searchnote = mapnote.search("daynight");
- if (searchnote >= 0 || note_command == "daynight") {
- daynightset = true;
- }
- }
- }
- }
- }
- function ReloadTagArea() {
- // *************************** TILE TAG LIGHTSOURCES *********
- // clear arrays
- tile_lights = [];
- tile_blocks = [];
- // refill arrays
- var tilearray = $gameVariables.GetTileArray();
- for (var i = 0; i < tilearray.length; i++) {
- var tilestr = tilearray[i];
- var tileargs = tilestr.split(";");
- var tile_type = tileargs[0];
- var tile_number = tileargs[1];
- var tile_on = tileargs[2];
- var tile_color = tileargs[3];
- var tile_radius = 0;
- var brightness = 0.0;
- var shape = 0;
- var xo1 = 0.0;
- var yo1 = 0.0;
- var xo2 = 0.0;
- var yo2 = 0.0;
- if (tile_type == 1 || tile_type == 2) {
- var b_arg = tileargs[4];
- if (typeof b_arg != 'undefined') {
- shape = b_arg;
- }
- b_arg = tileargs[5];
- if (typeof b_arg != 'undefined') {
- xo1 = b_arg;
- }
- b_arg = tileargs[6];
- if (typeof b_arg != 'undefined') {
- yo1 = b_arg;
- }
- b_arg = tileargs[7];
- if (typeof b_arg != 'undefined') {
- xo2 = b_arg;
- }
- b_arg = tileargs[8];
- if (typeof b_arg != 'undefined') {
- yo2 = b_arg;
- }
- } else {
- tile_radius = tileargs[4];
- var b_arg = tileargs[5];
- if (typeof b_arg != 'undefined') {
- var key = b_arg.substring(0, 1);
- if (key == 'b' || key == 'B') {
- brightness = Number(b_arg.substring(1)) / 100;
- }
- }
- }
- if (tile_on == 1) {
- if (tile_type >= 3) {
- // *************************** TILE TAG LIGHTSOURCES *********
- for (var y = 0; y < $dataMap.height; y++) {
- for (var x = 0; x < $dataMap.width; x++) {
- var tag = 0;
- if (tile_type == 3 || tile_type == 5 || tile_type == 7) {
- tag = $gameMap.terrainTag(x, y);
- } // tile light
- if (tile_type == 4 || tile_type == 6 || tile_type == 8) {
- tag = $dataMap.data[(5 * $dataMap.height + y) * $dataMap.width + x];
- } // region light
- if (tag == tile_number) {
- var tilecode = x+";"+y+";"+tile_type+";"+tile_radius+";"+tile_color+";"+brightness;
- tile_lights.push(tilecode);
- //Graphics.Debug('Tilecode',tilecode+" "+tile_lights.length);
- //Graphics.Debug('tile length',tile_lights.length);
- }
- }
- }
- }
- // *************************** REDRAW MAPTILES FOR ROOFS ETC *********
- if (tile_type == 1 || tile_type == 2) {
- for (var y = 0; y < $dataMap.height; y++) {
- for (var x = 0; x < $dataMap.width; x++) {
- //var tag = $gameMap.terrainTag(x,y);
- var tag = 0;
- if (tile_type == 1) {
- tag = $gameMap.terrainTag(x, y);
- } // tile block
- if (tile_type == 2) {
- tag = $dataMap.data[(5 * $dataMap.height + y) * $dataMap.width + x];
- } // region block
- if (tag == tile_number) {
- var tilecode = x + ";" + y + ";" + shape + ";" + xo1 + ";" + yo1 + ";" + xo2 + ";" + yo2 + ";" + tile_color;
- tile_blocks.push(tilecode);
- //Graphics.Debug('Tilecode', tilecode + " " + tile_blocks.length);
- }
- }
- }
- }
- }
- }
- $gameVariables.SetLightTags(tile_lights);
- $gameVariables.SetBlockTags(tile_blocks);
- }
- /**
- * @method _updateAllSprites
- * @private
- */
- Lightmask.prototype._updateMask = function() {
- StartTiming();
- // ****** DETECT MAP CHANGES ********
- var map_id = $gameMap.mapId();
- if (map_id != oldmap) {
- oldmap = map_id;
- // set mog-tints on map change
- if ($gameVariables.GetMog() == true) {
- var searchdaynight = "";
- if (typeof $dataMap.note != 'undefined') {
- searchdaynight = $dataMap.note.toLowerCase();
- }
- if (searchdaynight.search('mogtime') >= 0) {
- var new_phase = 0;
- if ($gameSwitches.value(21)) { new_phase = 0; }
- if ($gameSwitches.value(22)) { new_phase = 1; }
- if ($gameSwitches.value(23)) { new_phase = 2; }
- if ($gameSwitches.value(24)) { new_phase = 3; }
- if ($gameSwitches.value(25)) { new_phase = 4; }
- if ($gameSwitches.value(26)) { new_phase = 5; }
- moghunter_phase = new_phase;
- var newtint = '#000000';
- var mogtint = $gameVariables.GetMogTintArray();
- if (new_phase == 0) { newtint = mogtint[0]; }
- if (new_phase == 1) { newtint = mogtint[1]; }
- if (new_phase == 2) { newtint = mogtint[2]; }
- if (new_phase == 3) { newtint = mogtint[3]; }
- if (new_phase == 4) { newtint = mogtint[4]; }
- if (new_phase == 5) { newtint = mogtint[5]; }
- $gameVariables.SetTintTarget(newtint);
- $gameVariables.SetTint(newtint);
- } else {
- $gameVariables.SetTintTarget('#000000');
- $gameVariables.SetTint('#000000');
- }
- }
- // recalc tile and region tags.
- ReloadTagArea();
- //clear color cycle arrays
- for (var i = 0; i < 1000; i++) {
- colorcycle_count[i] = 0;
- colorcycle_timer[i] = 0;
- }
- ReloadMapEvents(); // reload map events on map chance
- if (reset_each_map == 'Yes' || reset_each_map == 'yes') {
- // reset switches to false
- var lightarray_id = $gameVariables.GetLightArrayId();
- var lightarray_state = $gameVariables.GetLightArrayState();
- var lightarray_color = $gameVariables.GetLightArrayColor();
- for (var i = 0; i < $gameMap.events().length; i++) {
- if ($gameMap.events()[i]) {
- for (var j = 0; j < lightarray_id.length; j++) {
- if (lightarray_id[j] == lightid) {
- var mapid = $gameMap.mapId();
- var eventid = $gameMap.events()[i]._eventId;
- var key = [mapid, eventid, 'D'];
- $gameSelfSwitches.setValue(key, false);
- }
- }
- }
- }
- lightarray_id = [];
- lightarray_state = [];
- lightarray_color = [];
- $gameVariables.SetLightArrayId(lightarray_id);
- $gameVariables.SetLightArrayState(lightarray_state);
- $gameVariables.SetLightArrayColor(lightarray_color);
- }
- }
- // reload mapevents if event_data has chanced (deleted or spawned events/saves)
- if (event_eventcount != $gameMap.events().length) {
- ReloadMapEvents();
- //Graphics.Debug('EventSpawn', $gameMap.events().length);
- }
- // remove old sprites
- for (var i = 0; i < this._sprites.length; i++) { // remove all old sprites
- this._removeSprite();
- }
- if (options_lighting_on == true) {
- if ($gameVariables.GetStopScript() == false) {
- if ($gameVariables.GetScriptActive() == true && $gameMap.mapId() >= 0) {
- // moghunter timesystem compatibility
- var searchdaynight = "";
- if (typeof $dataMap.note != 'undefined') {
- searchdaynight = $dataMap.note.toLowerCase();
- }
- if ($gameVariables.GetMog() == true) {
- if (searchdaynight.search('mogtime') >= 0) {
- var debugline = "";
- var new_phase = 0;
- if ($gameSwitches.value(21)) {
- new_phase = 0;
- debugline = debugline + " SW21:DAWN "
- } //Dawn
- if ($gameSwitches.value(22)) {
- new_phase = 1;
- debugline = debugline + " SW22:RISE "
- } //Rise
- if ($gameSwitches.value(23)) {
- new_phase = 2;
- debugline = debugline + " SW23:DAY "
- } //Day
- if ($gameSwitches.value(24)) {
- new_phase = 3;
- debugline = debugline + " SW24:SUNSET "
- } //Set
- if ($gameSwitches.value(25)) {
- new_phase = 4;
- debugline = debugline + " SW25:DUSK "
- } //Dusk
- if ($gameSwitches.value(26)) {
- new_phase = 5;
- debugline = debugline + " SW26:NIGHT "
- } //Night
- if (debugline == "") {
- debugline = "No switches (21-26) active, Mog is probably not loaded"
- }
- if (new_phase != moghunter_phase) {
- moghunter_phase = new_phase;
- var newtint = '#000000';
- var mogtint = $gameVariables.GetMogTintArray();
- if (new_phase == 0) {
- newtint = mogtint[0];
- }
- if (new_phase == 1) {
- newtint = mogtint[1];
- }
- if (new_phase == 2) {
- newtint = mogtint[2];
- }
- if (new_phase == 3) {
- newtint = mogtint[3];
- }
- if (new_phase == 4) {
- newtint = mogtint[4];
- }
- if (new_phase == 5) {
- newtint = mogtint[5];
- }
- //Terrax_tint_target = newtint;
- //Terrax_tint_speed = 10;
- //$gameVariables.setTintValue(Terrax_tint_target);
- $gameVariables.SetTintTarget(newtint);
- $gameVariables.SetTintSpeed(10);
- }
- if (mogdebug) {
- var tinttarget = $gameVariables.GetTintTarget();
- debugline = debugline + " Tintcolor: " + tinttarget;
- Graphics.Debug('MogTimeSystem Debug', debugline);
- }
- }
- }
- event_reload_counter++; // reload map events every 200 cycles just in case.
- if (event_reload_counter > 200){
- event_reload_counter = 0;
- ReloadMapEvents()
- }
- // are there lightsources on this map?
- var darkenscreen = false;
- if (searchdaynight.search('daynight') >= 0) {
- this._addSprite(-20, 0, this._maskBitmap); // daynight tag? yes.. then turn off the lights
- darkenscreen = true;
- } else {
- for (var i = 0; i < event_note.length; i++) {
- //if ($gameMap.events()[i]) {
- var note = event_note[i];
- var note_args = note.split(" ");
- var note_command = note_args.shift().toLowerCase();
- if (note_command == "light" || note_command == "fire" || note_command == "daynight" || note_command == "flashlight") {
- this._addSprite(-20, 0, this._maskBitmap); // light event? yes.. then turn off the lights
- darkenscreen = true;
- break;
- }
- //}
- }
- }
- if (darkenscreen == true) {
- // ******** GROW OR SHRINK GLOBE PLAYER *********
- var firstrun = $gameVariables.GetFirstRun();
- if (firstrun === true) {
- Terrax_tint_speed = 60;
- Terrax_tint_target = '#000000';
- terrax_tint_speed_old = 60;
- terrax_tint_target_old = '#000000';
- $gameVariables.SetFirstRun(false);
- player_radius = Number(parameters['Player radius']);
- $gameVariables.SetRadius(player_radius);
- //Graphics.Debug('FIRSTRUN',player_radius);
- } else {
- player_radius = $gameVariables.GetRadius();
- }
- var lightgrow_value = player_radius;
- var lightgrow_target = $gameVariables.GetRadiusTarget();
- var lightgrow_speed = $gameVariables.GetRadiusSpeed();
- //Graphics.Debug('RADIUS',player_radius+' '+lightgrow_value+' '+lightgrow_target+' '+lightgrow_speed);
- if (lightgrow_value < lightgrow_target) {
- lightgrow_value = lightgrow_value + lightgrow_speed;
- if (lightgrow_value > lightgrow_target) {
- //other wise it can keep fliping back and forth between > and <
- lightgrow_value = lightgrow_target;
- }
- player_radius = lightgrow_value;
- }
- if (lightgrow_value > lightgrow_target) {
- lightgrow_value = lightgrow_value - lightgrow_speed;
- if (lightgrow_value < lightgrow_target) {
- //other wise it can keep fliping back and forth between > and <
- lightgrow_value = lightgrow_target;
- }
- player_radius = lightgrow_value;
- }
- $gameVariables.SetRadius(player_radius);
- $gameVariables.SetRadiusTarget(lightgrow_target);
- // ****** PLAYER LIGHTGLOBE ********
- var canvas = this._maskBitmap.canvas;
- var ctx = canvas.getContext("2d");
- this._maskBitmap.fillRect(0, 0, maxX + 20, maxY, '#000000');
- ctx.globalCompositeOperation = 'lighter';
- //Graphics.Debug('Lighter',player_radius';
- // ctx.globalCompositeOperation = 'screen';
- // Graphics.Debug('Screen',player_radius);
- var pw = $gameMap.tileWidth();
- var ph = $gameMap.tileHeight();
- var dx = $gameMap.displayX();
- var dy = $gameMap.displayY();
- var px = $gamePlayer._realX;
- var py = $gamePlayer._realY;
- var pd = $gamePlayer._direction;
- //Graphics.Debug('Screen',pw+" "+ph+" "+dx+" "+dy+" "+px+" "+py);
- var x1 = (pw / 2) + ( (px - dx) * pw);
- var y1 = (ph / 2) + ( (py - dy) * ph);
- var paralax = false;
- // paralax does something weird with coordinates.. recalc needed
- if (dx > $gamePlayer.x) {
- var xjump = $gameMap.width() - Math.floor(dx - px);
- x1 = (pw / 2) + (xjump * pw);
- }
- if (dy > $gamePlayer.y) {
- var yjump = $gameMap.height() - Math.floor(dy - py);
- y1 = (ph / 2) + (yjump * ph);
- }
- var playerflashlight = $gameVariables.GetFlashlight();
- var playercolor = $gameVariables.GetPlayerColor();
- var flashlightlength = $gameVariables.GetFlashlightLength();
- var flashlightwidth = $gameVariables.GetFlashlightWidth();
- var playerflicker = $gameVariables.GetFire();
- var playerbrightness = $gameVariables.GetPlayerBrightness();
- var iplayer_radius = Math.floor(player_radius);
- if (iplayer_radius > 0) {
- if (playerflashlight == true) {
- this._maskBitmap.radialgradientFillRect2(x1, y1, 20, iplayer_radius, playercolor, '#000000', pd, flashlightlength, flashlightwidth);
- }
- y1 = y1 - flashlightoffset;
- if (iplayer_radius < 100) {
- // dim the light a bit at lower lightradius for a less focused effect.
- var r = hexToRgb(playercolor).r;
- var g = hexToRgb(playercolor).g;
- var b = hexToRgb(playercolor).b;
- g = g - 50;
- r = r - 50;
- b = b - 50;
- if (g < 0) {
- g = 0;
- }
- if (r < 0) {
- r = 0;
- }
- if (b < 0) {
- b = 0;
- }
- var newcolor = "#" + ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1);
- this._maskBitmap.radialgradientFillRect(x1, y1, 0, iplayer_radius, newcolor, '#000000', playerflicker, playerbrightness);
- } else {
- this._maskBitmap.radialgradientFillRect(x1, y1, 20, iplayer_radius, playercolor, '#000000', playerflicker, playerbrightness);
- }
- }
- // *********************************** DAY NIGHT CYCLE TIMER **************************
- var daynightspeed = $gameVariables.GetDaynightSpeed();
- if (daynightspeed > 0 && daynightspeed < 5000) {
- var datenow = new Date();
- var seconds = Math.floor(datenow.getTime() / 10);
- if (seconds > oldseconds) {
- var daynighttimer = $gameVariables.GetDaynightTimer(); // timer = minutes * speed
- var daynightcycle = $gameVariables.GetDaynightCycle(); // cycle = hours
- var daynighthoursinday = $gameVariables.GetDaynightHoursinDay(); // 24
- oldseconds = seconds;
- daynighttimer = daynighttimer + 1;
- var daynightminutes = Math.floor(daynighttimer / daynightspeed);
- var daynighttimeover = daynighttimer - (daynightspeed * daynightminutes);
- var daynightseconds = Math.floor(daynighttimeover / daynightspeed * 60);
- if (daynightdebug == true) {
- var daynightseconds2 = daynightseconds;
- if (daynightseconds < 10) {
- daynightseconds2 = '0' + daynightseconds;
- }
- var hourvalue ='-';
- var hourset = 'Not set';
- if (daynightsavehours>0) {
- hourvalue = $gameVariables.value(daynightsavehours);
- hourset = daynightsavehours
- }
- var minutevalue ='-';
- var minuteset = 'Not set';
- if (daynightsavemin>0) {
- minutevalue = $gameVariables.value(daynightsavemin);
- minuteset = daynightsavemin
- }
- var secondvalue ='-';
- var secondset = 'Not set';
- if (daynightsavesec>0) {
- secondvalue = $gameVariables.value(daynightsavesec);
- secondset = daynightsavesec
- }
- var minutecounter = $gameVariables.value(daynightsavemin);
- var secondcounter = $gameVariables.value(daynightsavesec);
- Graphics.Debug('Debug Daynight system', daynightcycle + ' ' + daynightminutes + ' ' + daynightseconds2+
- '<br>' +'Hours -> Variable: '+hourset+ ' Value: '+hourvalue+
- '<br>' +'Minutes-> Variable: '+minuteset+ ' Value: '+minutevalue+
- '<br>' +'Seconds-> Variable: '+secondset+ ' Value: '+secondvalue);
- }
- if (daynightsavemin > 0) {
- $gameVariables.setValue(daynightsavemin, daynightminutes);
- }
- if (daynightsavesec > 0) {
- $gameVariables.setValue(daynightsavesec, daynightseconds);
- }
- if (daynighttimer >= (daynightspeed * 60)) {
- daynightcycle = daynightcycle + 1;
- if (daynightcycle >= daynighthoursinday) {
- daynightcycle = 0;
- }
- if (daynightsavehours > 0) {
- $gameVariables.setValue(daynightsavehours, daynightcycle);
- }
- daynighttimer = 0;
- }
- $gameVariables.SetDaynightTimer(daynighttimer); // timer = minutes * speed
- $gameVariables.SetDaynightCycle(daynightcycle); // cycle = hours
- }
- }
- // EFFECTS AND QUASI ABS SUPPORT
- // SKILLS/MISSLES (effects without duration)
- for (var i = 0; i < Terrax_ABS_skill_x.length; i++) {
- var settings = Terrax_ABS_skill[i];
- if (settings) {
- if (settings != 'undefined') {
- var setstring = settings.toString();
- var lightset = setstring.split(",");
- //Graphics.Debug('Test',setstring+" "+lightset[0]+" "+lightset[1]);
- var px = Terrax_ABS_skill_x[i];
- var py = Terrax_ABS_skill_y[i];
- var x1 = px - (dx * pw);
- var y1 = py - (dy * ph);
- this._maskBitmap.radialgradientFillRect(x1, y1, 0, lightset[0], lightset[1], '#000000', false);
- }
- }
- }
- // clear arrays after draw
- Terrax_ABS_skill_x = [];
- Terrax_ABS_skill_y = [];
- Terrax_ABS_skill = [];
- // BLASTS (effect with duration)
- for (var i = 0; i < Terrax_ABS_blast_x.length; i++) {
- var settings = Terrax_ABS_blast[i];
- if (settings) {
- if (settings != 'undefined') {
- var setstring = settings.toString();
- // Settings : Lightset[]
- // 0. Radius
- // 1. Color
- // 2. Time in Frames
- // 3. Keyword (optional) FADEIN FADEOUT FADEBOTH GROW SHRINK GROWSHRINK BIO
- // 4. Fade/Grow Speed in frames
- var lightset = setstring.split(",");
- if (Number(lightset[2]) > 0 && Terrax_ABS_blast_duration[i] == -1) {
- Terrax_ABS_blast_duration[i] = lightset[2]
- }
- var fcolor = lightset[1];
- var fradius = lightset[0];
- if (setstring.length > 2) { // SPECIALS FADE/GROW ETC.
- if (lightset[3] == 'FADEIN' || lightset[3] == 'FADEINOUT' || lightset[3] == 'BIO') {
- var fadelength = Number(lightset[4]); // number of frames to fade in
- if (Terrax_ABS_blast_fade[i] == -1) {
- Terrax_ABS_blast_fade[i] = 0;
- }
- if (Terrax_ABS_blast_fade[i] < fadelength) {
- Terrax_ABS_blast_fade[i] = Terrax_ABS_blast_fade[i] + 1;
- var startcolor = "#000000";
- var targetcolor = lightset[1];
- var fadecount = Terrax_ABS_blast_fade[i];
- var r = hexToRgb(startcolor).r;
- var g = hexToRgb(startcolor).g;
- var b = hexToRgb(startcolor).b;
- var r2 = hexToRgb(targetcolor).r;
- var g2 = hexToRgb(targetcolor).g;
- var b2 = hexToRgb(targetcolor).b;
- var stepR = (r2 - r) / (fadelength);
- var stepG = (g2 - g) / (fadelength);
- var stepB = (b2 - b) / (fadelength);
- var r3 = Math.floor(r + (stepR * fadecount));
- var g3 = Math.floor(g + (stepG * fadecount));
- var b3 = Math.floor(b + (stepB * fadecount));
- if (r3 < 0) {
- r3 = 0
- }
- if (g3 < 0) {
- g3 = 0
- }
- if (b3 < 0) {
- b3 = 0
- }
- if (r3 > 255) {
- r3 = 255
- }
- if (g3 > 255) {
- g3 = 255
- }
- if (b3 > 255) {
- b3 = 255
- }
- fcolor = "#" + ((1 << 24) + (r3 << 16) + (g3 << 8) + b3).toString(16).slice(1);
- //Graphics.Debug('FADEIN COLOR', fcolor + " " + r + " " + r2 + " " + stepR + " " + r3);
- if (Terrax_ABS_blast_fade[i] == fadelength) {
- Terrax_ABS_blast_fade[i] = 100000; // for fadeinout
- }
- }
- }
- if (lightset[3] == 'FADEOUT') {
- var fadelength = Number(lightset[4]); // number of frames to fade out
- if (Terrax_ABS_blast_fade[i] == -1 && Terrax_ABS_blast_duration[i] < fadelength) {
- // start fading when blastduration equals fadelength
- Terrax_ABS_blast_fade[i] = 0;
- }
- if (Terrax_ABS_blast_fade[i] < fadelength && Terrax_ABS_blast_fade[i] >= 0) {
- Terrax_ABS_blast_fade[i] = Terrax_ABS_blast_fade[i] + 1;
- //Graphics.Debug('FADEOUT',Terrax_ABS_blast_fade[i]);
- var startcolor = lightset[1];
- var targetcolor = "#000000";
- var fadecount = Terrax_ABS_blast_fade[i];
- var r = hexToRgb(startcolor).r;
- var g = hexToRgb(startcolor).g;
- var b = hexToRgb(startcolor).b;
- var r2 = hexToRgb(targetcolor).r;
- var g2 = hexToRgb(targetcolor).g;
- var b2 = hexToRgb(targetcolor).b;
- var stepR = (r2 - r) / (fadelength);
- var stepG = (g2 - g) / (fadelength);
- var stepB = (b2 - b) / (fadelength);
- var r3 = Math.floor(r + (stepR * fadecount));
- var g3 = Math.floor(g + (stepG * fadecount));
- var b3 = Math.floor(b + (stepB * fadecount));
- if (r3 < 0) {
- r3 = 0
- }
- if (g3 < 0) {
- g3 = 0
- }
- if (b3 < 0) {
- b3 = 0
- }
- if (r3 > 255) {
- r3 = 255
- }
- if (g3 > 255) {
- g3 = 255
- }
- if (b3 > 255) {
- b3 = 255
- }
- fcolor = "#" + ((1 << 24) + (r3 << 16) + (g3 << 8) + b3).toString(16).slice(1);
- //Graphics.Debug('FADEIN COLOR', fcolor + " " + r + " " + r2 + " " + stepR + " " + r3);
- }
- }
- if (lightset[3] == 'FADEINOUT' || lightset[3] == 'BIO') {
- // fadeout only, fadein is handled by fadein
- var fadelength = Number(lightset[4]); // number of frames to fade out
- if (Terrax_ABS_blast_fade[i] == 100000 && Terrax_ABS_blast_duration[i] < fadelength) {
- // start fading when blastduration equals fadelength
- Terrax_ABS_blast_fade[i] = 100001;
- }
- if (Terrax_ABS_blast_fade[i] - 100000 < fadelength && Terrax_ABS_blast_fade[i] > 100000) {
- Terrax_ABS_blast_fade[i] = Terrax_ABS_blast_fade[i] + 1;
- //Graphics.Debug('FADEOUT',Terrax_ABS_blast_fade[i]);
- var startcolor = lightset[1];
- var targetcolor = "#000000";
- var fadecount = Terrax_ABS_blast_fade[i] - 100000;
- var r = hexToRgb(startcolor).r;
- var g = hexToRgb(startcolor).g;
- var b = hexToRgb(startcolor).b;
- var r2 = hexToRgb(targetcolor).r;
- var g2 = hexToRgb(targetcolor).g;
- var b2 = hexToRgb(targetcolor).b;
- var stepR = (r2 - r) / (fadelength);
- var stepG = (g2 - g) / (fadelength);
- var stepB = (b2 - b) / (fadelength);
- var r3 = Math.floor(r + (stepR * fadecount));
- var g3 = Math.floor(g + (stepG * fadecount));
- var b3 = Math.floor(b + (stepB * fadecount));
- if (r3 < 0) {
- r3 = 0
- }
- if (g3 < 0) {
- g3 = 0
- }
- if (b3 < 0) {
- b3 = 0
- }
- if (r3 > 255) {
- r3 = 255
- }
- if (g3 > 255) {
- g3 = 255
- }
- if (b3 > 255) {
- b3 = 255
- }
- fcolor = "#" + ((1 << 24) + (r3 << 16) + (g3 << 8) + b3).toString(16).slice(1);
- //Graphics.Debug('FADEIN COLOR', fcolor + " " + r + " " + r2 + " " + stepR + " " + r3);
- }
- }
- if (lightset[3] == 'GROW' || lightset[3] == 'GROWSHRINK' || lightset[3] == 'BIO') {
- var growlength = Number(lightset[4]); // number of frames to grow
- if (Terrax_ABS_blast_grow[i] == -1) {
- Terrax_ABS_blast_grow[i] = 0;
- }
- if (Terrax_ABS_blast_grow[i] < growlength) {
- if (lightset[3] == 'BIO') {
- Terrax_ABS_blast_grow[i] = Terrax_ABS_blast_grow[i] + 0.5;
- } else {
- Terrax_ABS_blast_grow[i] = Terrax_ABS_blast_grow[i] + 1;
- }
- var startradius = 0;
- var targetradius = lightset[0];
- var radiuscount = Terrax_ABS_blast_grow[i];
- var step = (targetradius - startradius) / (growlength);
- fradius = Math.floor(step * radiuscount);
- }
- if (Terrax_ABS_blast_grow[i] == growlength) {
- Terrax_ABS_blast_grow[i] = 100000;
- }
- }
- if (lightset[3] == 'SHRINK') {
- var shrinklength = Number(lightset[4]); // number of frames to shrink
- if (Terrax_ABS_blast_grow[i] == -1 && Terrax_ABS_blast_duration[i] < shrinklength) {
- Terrax_ABS_blast_grow[i] = 0;
- }
- if (Terrax_ABS_blast_grow[i] < shrinklength && Terrax_ABS_blast_grow[i] >= 0) {
- Terrax_ABS_blast_grow[i] = Terrax_ABS_blast_grow[i] + 1;
- var startradius = lightset[0];
- var targetradius = 0;
- var radiuscount = Terrax_ABS_blast_grow[i];
- var step = (startradius - targetradius ) / (shrinklength);
- fradius = Number(lightset[0]) - Math.floor(step * radiuscount);
- }
- }
- if (lightset[3] == 'GROWSHRINK') {
- // GROW is handled in grow
- var shrinklength = Number(lightset[4]); // number of frames to shrink
- //Graphics.Debug('GROWSHRINK',Terrax_ABS_blast_grow[i]);
- if (Terrax_ABS_blast_grow[i] == 100000 && Terrax_ABS_blast_duration[i] < shrinklength) {
- Terrax_ABS_blast_grow[i] = 100001;
- }
- if (Terrax_ABS_blast_grow[i] - 100000 < shrinklength && Terrax_ABS_blast_grow[i] > 100000) {
- Terrax_ABS_blast_grow[i] = Terrax_ABS_blast_grow[i] + 1;
- var startradius = lightset[0];
- var targetradius = 0;
- var radiuscount = Terrax_ABS_blast_grow[i] - 100000;
- var step = (startradius - targetradius ) / (shrinklength);
- fradius = Number(lightset[0]) - Math.floor(step * radiuscount);
- }
- }
- }
- if (Terrax_ABS_blast_duration[i] > 0) {
- Terrax_ABS_blast_duration[i]--;
- //Graphics.Debug('Test',i+" "+lightset[0]+" "+lightset[1]+" "+Terrax_ABS_blast_duration[i]);
- if (Terrax_ABS_blast_mapid[i] == $gameMap.mapId()) {
- var px = Terrax_ABS_blast_x[i];
- var py = Terrax_ABS_blast_y[i];
- var x1 = px - (dx * pw);
- var y1 = py - (dy * ph);
- // paralaxloop does something weird with coordinates.. recalc needed
- if ($dataMap.scrollType === 2 || $dataMap.scrollType === 3) {
- if (dx - 10 > px / pw) {
- var lxjump = $gameMap.width() - (dx - px / pw);
- x1 = (lxjump * pw);
- }
- }
- if ($dataMap.scrollType === 1 || $dataMap.scrollType === 3) {
- if (dy - 10 > py / ph) {
- var lyjump = $gameMap.height() - (dy - py / ph);
- y1 = (lyjump * ph);
- }
- }
- x1 = x1 + (pw / 2);
- y1 = y1 + (ph / 2);
- //Graphics.Debug('Test',dy+" "+py+" "+y1+" "+$gameMap.height()+" "+lyjump);
- this._maskBitmap.radialgradientFillRect(x1, y1, 0, fradius, fcolor, '#000000', false);
- }
- } else {
- Terrax_ABS_blast[i] = "DELETE";
- }
- }
- }
- }
- // remove all expired items (not done in previous loop because it cases flickering)
- for (var i = 0; i < Terrax_ABS_blast_x.length; i++) {
- var settings = Terrax_ABS_blast[i];
- if (settings) {
- if (settings != 'undefined') {
- var setstring = settings.toString();
- if (setstring == "DELETE") {
- Terrax_ABS_blast_x.splice(i, 1);
- Terrax_ABS_blast_y.splice(i, 1);
- Terrax_ABS_blast.splice(i, 1);
- Terrax_ABS_blast_duration.splice(i, 1);
- Terrax_ABS_blast_mapid.splice(i, 1);
- Terrax_ABS_blast_fade.splice(i, 1);
- Terrax_ABS_blast_grow.splice(i, 1);
- }
- }
- }
- }
- // ********** OTHER LIGHTSOURCES **************
- for (var i = 0; i < event_note.length; i++) {
- //if ($gameMap.events()[i]) {
- //var note = $gameMap.events()[i].event().note;
- //var evid = $gameMap.events()[i]._eventId;
- var note = event_note[i];
- var evid = event_id[i];
- var note_args = note.split(" ");
- var note_command = note_args.shift().toLowerCase();
- if (note_command == "light" || note_command == "fire" || note_command == "flashlight") {
- var objectflicker = false;
- if (note_command == "fire") {
- objectflicker = true;
- }
- var light_radius = 1;
- var flashlength = 8;
- var flashwidth = 12;
- if (note_command == "flashlight") {
- flashlength = Number(note_args.shift());
- flashwidth = Number(note_args.shift());
- if (flashlength == 0) {
- flashlightlength = 8
- }
- if (flashwidth == 0) {
- flashlightlength = 12
- }
- } else {
- light_radius = note_args.shift();
- }
- // light radius
- if (light_radius >= 0) {
- // light color
- var colorvalue = note_args.shift();
- // Cycle colors
- if (colorvalue == 'cycle' && evid < 1000) {
- var cyclecolor0 = note_args.shift();
- var cyclecount0 = Number(note_args.shift());
- var cyclecolor1 = note_args.shift();
- var cyclecount1 = Number(note_args.shift());
- var cyclecolor2 = '#000000';
- var cyclecount2 = 0;
- var cyclecolor3 = '#000000';
- var cyclecount3 = 0;
- var morecycle = note_args.shift();
- if (typeof morecycle != 'undefined') {
- if (morecycle.substring(0, 1) == "#") {
- cyclecolor2 = morecycle;
- cyclecount2 = Number(note_args.shift());
- morecycle = note_args.shift();
- if (typeof morecycle != 'undefined') {
- if (morecycle.substring(0, 1) == "#") {
- cyclecolor3 = morecycle;
- cyclecount3 = Number(note_args.shift());
- } else {
- note_args.unshift(morecycle);
- }
- }
- } else {
- note_args.unshift(morecycle);
- }
- }
- var switch0 = '0';
- var switch1 = '0';
- var switch2 = '0';
- var switch3 = '0';
- var switches = note_args.shift();
- if (typeof switches != 'undefined') {
- if (switches.length == 7) {
- if (switches.substring(0, 3) == "SS:") {
- switch0 = switches.substring(3, 4);
- switch1 = switches.substring(4, 5);
- switch2 = switches.substring(5, 6);
- switch3 = switches.substring(6, 7);
- } else {
- note_args.unshift(switches);
- }
- } else {
- note_args.unshift(switches);
- }
- }
- // set cycle color
- switch (colorcycle_count[evid]) {
- case 0:
- colorvalue = cyclecolor0;
- break;
- case 1:
- colorvalue = cyclecolor1;
- break;
- case 2:
- colorvalue = cyclecolor2;
- break;
- case 3:
- colorvalue = cyclecolor3;
- break;
- default:
- colorvalue = '#FFFFFF';
- }
- // cycle timing
- //var datenow = new Date();
- //var seconds = Math.floor(datenow.getTime() / 100);
- cyclecolor_counter = cyclecolor_counter + 1;
- if (cyclecolor_counter > 10) {
- cyclecolor_counter = 0;
- //reset all switches
- if (switch0 != '0') {
- key = [map_id, evid, switch0];
- $gameSelfSwitches.setValue(key, false);
- }
- if (switch1 != '0') {
- key = [map_id, evid, switch1];
- $gameSelfSwitches.setValue(key, false);
- }
- if (switch2 != '0') {
- key = [map_id, evid, switch2];
- $gameSelfSwitches.setValue(key, false);
- }
- if (switch3 != '0') {
- key = [map_id, evid, switch3];
- $gameSelfSwitches.setValue(key, false);
- }
- if (colorcycle_count[evid] == 0) {
- colorcycle_timer[evid]++;
- if (colorcycle_timer[evid] > cyclecount0) {
- colorcycle_count[evid] = 1;
- colorcycle_timer[evid] = 0;
- if (switch1 != '0') {
- key = [map_id, evid, switch1];
- $gameSelfSwitches.setValue(key, true);
- }
- } else {
- if (switch0 != '0') {
- key = [map_id, evid, switch0];
- $gameSelfSwitches.setValue(key, true);
- }
- }
- }
- if (colorcycle_count[evid] == 1) {
- colorcycle_timer[evid]++;
- if (colorcycle_timer[evid] > cyclecount1) {
- colorcycle_count[evid] = 2;
- colorcycle_timer[evid] = 0;
- if (switch2 != '0') {
- key = [map_id, evid, switch2];
- $gameSelfSwitches.setValue(key, true);
- }
- } else {
- if (switch1 != '0') {
- key = [map_id, evid, switch1];
- $gameSelfSwitches.setValue(key, true);
- }
- }
- }
- if (colorcycle_count[evid] == 2) {
- colorcycle_timer[evid]++;
- if (colorcycle_timer[evid] > cyclecount2) {
- colorcycle_count[evid] = 3;
- colorcycle_timer[evid] = 0;
- if (switch3 != '0') {
- key = [map_id, evid, switch3];
- $gameSelfSwitches.setValue(key, true);
- }
- } else {
- if (switch2 != '0') {
- key = [map_id, evid, switch2];
- $gameSelfSwitches.setValue(key, true);
- }
- }
- }
- if (colorcycle_count[evid] == 3) {
- colorcycle_timer[evid]++;
- if (colorcycle_timer[evid] > cyclecount3) {
- colorcycle_count[evid] = 0;
- colorcycle_timer[evid] = 0;
- if (switch0 != '0') {
- key = [map_id, evid, switch0];
- $gameSelfSwitches.setValue(key, true);
- }
- } else {
- if (switch3 != '0') {
- key = [map_id, evid, switch3];
- $gameSelfSwitches.setValue(key, true);
- }
- }
- }
- //Graphics.Debug('cycleswitch',switch0 + " "+ switch1+ " "+ switch2+ " "+ switch3);
- }
- } else {
- var isValidColor = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(colorvalue);
- if (!isValidColor) {
- colorvalue = '#FFFFFF'
- }
- }
- // brightness and direction
- var brightness = 0.0;
- var direction = 0;
- var next_arg = note_args.shift();
- if (typeof next_arg != 'undefined') {
- var key = next_arg.substring(0, 1);
- if (key == 'b' || key == 'B') {
- brightness = Number(next_arg.substring(1)) / 100;
- next_arg = note_args.shift();
- if (typeof next_arg != 'undefined') {
- key = next_arg.substring(0, 1);
- }
- }
- if (key == 'd' || key == 'D') {
- direction = next_arg.substring(1);
- next_arg = note_args.shift();
- }
- }
- // conditional lighting
- var lightid = 0;
- if (typeof next_arg != 'undefined') {
- lightid = next_arg;
- }
- var state = true;
- if (lightid > 0) {
- state = false;
- var lightarray_id = $gameVariables.GetLightArrayId();
- var lightarray_state = $gameVariables.GetLightArrayState();
- var lightarray_color = $gameVariables.GetLightArrayColor();
- for (var j = 0; j < lightarray_id.length; j++) {
- if (lightarray_id[j] == lightid) {
- // idfound = true;
- state = lightarray_state[j];
- var newcolor = lightarray_color[j];
- if (newcolor != 'defaultcolor') {
- colorvalue = newcolor;
- }
- //Graphics.Debug("lightarrays",lightarray_id.length+' '+lightarray_state.length+' '+lightarray_color.length )
- //var mapid = $gameMap.mapId();
- //var eventid = $gameMap.events()[i]._eventId;
- //Graphics.printError('test',mapid+' '+eventid);
- key = [map_id, evid , 'D'];
- if (state == true) {
- $gameSelfSwitches.setValue(key, true);
- } else {
- $gameSelfSwitches.setValue(key, false);
- }
- }
- }
- }
- // kill switch
- if (killswitch == 'A' || killswitch == 'B' || killswitch == 'C' || killswitch == 'D') {
- key = [map_id, evid, killswitch];
- if ($gameSelfSwitches.value(key) == true) {
- state = false;
- //Graphics.Debug('Deathswitch',killswitch);
- }
- }
- // show light
- if (state == true) {
- var lpx = 0;
- var lpy = 0;
- var ldir = 0;
- if (event_moving[i] >0) {
- lpx = $gameMap.events()[event_stacknumber[i]]._realX;
- lpy = $gameMap.events()[event_stacknumber[i]]._realY;
- ldir = $gameMap.events()[event_stacknumber[i]]._direction;
- // lpx = event_x[i];
- // lpy = event_y[i];
- // ldir = event_dir[i];
- } else {
- lpx = event_x[i];
- lpy = event_y[i];
- ldir = event_dir[i];
- }
- //var lpx = $gameMap.events()[i]._realX;
- //var lpy = $gameMap.events()[i]._realY;
- //var ldir = $gameMap.events()[i]._direction;
- // moving lightsources
- var flashlight = false;
- if (note_command == "flashlight") {
- flashlight = true;
- var walking = event_moving[i];
- if (walking == false) {
- var tldir = Number(note_args.shift());
- if (!isNaN(tldir)) {
- if (tldir < 0 || ldir >= 5) {
- ldir = 4
- }
- if (tldir == 1) {
- ldir = 8
- }
- if (tldir == 2) {
- ldir = 6
- }
- if (tldir == 3) {
- ldir = 2
- }
- if (tldir == 4) {
- ldir = 4
- }
- }
- }
- }
- //Graphics.Debug('ldir',ldir);
- var lx1 = (pw / 2) + ( (lpx - dx) * pw);
- var ly1 = (ph / 2) + ( (lpy - dy) * ph);
- // paralaxloop does something weird with coordinates.. recalc needed
- if ($dataMap.scrollType === 2 || $dataMap.scrollType === 3) {
- if (dx - 10 > lpx) {
- var lxjump = $gameMap.width() - (dx - lpx);
- lx1 = (pw / 2) + (lxjump * pw);
- }
- }
- if ($dataMap.scrollType === 1 || $dataMap.scrollType === 3) {
- if (dy - 10 > lpy) {
- var lyjump = $gameMap.height() - (dy - lpy);
- ly1 = (ph / 2) + (lyjump * ph);
- }
- }
- if (flashlight == true) {
- this._maskBitmap.radialgradientFillRect2(lx1, ly1, 0, light_radius, colorvalue, '#000000', ldir, flashlength, flashwidth);
- } else {
- this._maskBitmap.radialgradientFillRect(lx1, ly1, 0, light_radius, colorvalue, '#000000', objectflicker, brightness, direction);
- }
- }
- }
- }
- //}
- }
- // *************************** TILE TAG *********************
- //
- //var tilearray = $gameVariables.GetTileArray();
- //glow/colorfade
- var glowdatenow = new Date();
- var glowseconds = Math.floor(glowdatenow.getTime() / 100);
- if (glowseconds > glow_oldseconds) {
- //Graphics.Debug('GLOW',tileglow);
- glow_oldseconds = glowseconds;
- tileglow = tileglow + glow_dir;
- if (tileglow > 120) {
- glow_dir = -1;
- }
- if (tileglow < 1) {
- glow_dir = 1;
- }
- }
- tile_lights = $gameVariables.GetLightTags();
- tile_blocks = $gameVariables.GetBlockTags();
- //Graphics.Debug('tile length',tile_lights.length);
- for (var i = 0; i < tile_lights.length; i++) {
- var tilestr = tile_lights[i];
- var tileargs = tilestr.split(";");
- var x = tileargs[0];
- var y = tileargs[1];
- var tile_type = tileargs[2];
- var tile_radius = tileargs[3];
- var tile_color = tileargs[4];
- var brightness = tileargs[5];
- //Graphics.Debug('tile',x+" "+y+" "+tile_type+" "+tile_radius+" "+tile_color+" "+brightness);
- var x1 = (pw / 2) + (x - dx) * pw;
- var y1 = (ph / 2) + (y - dy) * ph;
- if ($dataMap.scrollType === 2 || $dataMap.scrollType === 3) {
- if (dx - 5 > x) {
- var lxjump = $gameMap.width() - (dx - x);
- x1 = (pw / 2) + (lxjump * pw);
- }
- }
- if ($dataMap.scrollType === 1 || $dataMap.scrollType === 3) {
- if (dy - 5 > y) {
- var lyjump = $gameMap.height() - (dy - y);
- y1 = (ph / 2) + (lyjump * ph);
- }
- }
- if (tile_type == 3 || tile_type == 4) {
- this._maskBitmap.radialgradientFillRect(x1, y1, 0, tile_radius, tile_color, '#000000', false, brightness); // Light
- } else if (tile_type == 5 || tile_type == 6) {
- this._maskBitmap.radialgradientFillRect(x1, y1, 0, tile_radius, tile_color, '#000000', true, brightness); // Fire
- } else {
- //Graphics.Debug('Tiletype',tile_type);
- var r = hexToRgb(tile_color).r;
- var g = hexToRgb(tile_color).g;
- var b = hexToRgb(tile_color).b;
- r = Math.floor(r + (60 - tileglow));
- g = Math.floor(g + (60 - tileglow));
- b = Math.floor(b + (60 - tileglow));
- //Graphics.Debug('Tiletype',tileglow+' '+r+' '+g+' '+b);
- if (r < 0) {
- r = 0;
- }
- if (g < 0) {
- g = 0;
- }
- if (b < 0) {
- b = 0;
- }
- if (r > 255) {
- r = 255;
- }
- if (g > 255) {
- g = 255;
- }
- if (b > 255) {
- b = 255;
- }
- var newtile_color = "#" + ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1);
- //Graphics.Debug('Tiletype',tileglow+' '+r+' '+g+' '+b+' '+newtile_color);
- this._maskBitmap.radialgradientFillRect(x1, y1, 0, tile_radius, newtile_color, '#000000', false, brightness);
- }
- }
- ctx.globalCompositeOperation = "multiply";
- for (var i = 0; i < tile_blocks.length; i++) {
- var tilestr = tile_blocks[i];
- var tileargs = tilestr.split(";");
- var x = tileargs[0];
- var y = tileargs[1];
- var shape = tileargs[2];
- var xo1 = tileargs[3];
- var yo1 = tileargs[4];
- var xo2 = tileargs[5];
- var yo2 = tileargs[6];
- var tile_color = tileargs[7];
- var x1 = (x - dx) * pw;
- var y1 = (y - dy) * ph;
- if ($dataMap.scrollType === 2 || $dataMap.scrollType === 3) {
- if (dx - 5 > x) {
- var lxjump = $gameMap.width() - (dx - x);
- x1 = (lxjump * pw);
- }
- }
- if ($dataMap.scrollType === 1 || $dataMap.scrollType === 3) {
- if (dy - 5 > y) {
- var lyjump = $gameMap.height() - (dy - y);
- y1 = (lyjump * ph);
- }
- }
- if (shape == 0) {
- this._maskBitmap.FillRect(x1, y1, pw, ph, tile_color);
- }
- if (shape == 1) {
- x1 = x1 + Number(xo1);
- y1 = y1 + Number(yo1);
- this._maskBitmap.FillRect(x1, y1, Number(xo2), Number(yo2), tile_color);
- }
- if (shape == 2) {
- x1 = x1 + Number(xo1);
- y1 = y1 + Number(yo1);
- //this._maskBitmap.FillRect(x1,y1,pw,ph,tile_color);
- this._maskBitmap.FillCircle(x1, y1, Number(xo2), Number(yo2), tile_color);
- }
- }
- ctx.globalCompositeOperation = 'lighter';
- // *********************************** DAY NIGHT CYCLE FILTER **************************
- if (daynightset == true) {
- var daynighttimer = $gameVariables.GetDaynightTimer(); // timer = minutes * speed
- var daynightcycle = $gameVariables.GetDaynightCycle(); // cycle = hours
- var daynighthoursinday = $gameVariables.GetDaynightHoursinDay(); // 24
- var daynightcolors = $gameVariables.GetDaynightColorArray();
- var color1 = daynightcolors[daynightcycle];
- if (daynightspeed > 0 && daynightspeed < 5000) {
- var nextcolor = daynightcycle + 1;
- if (nextcolor >= daynighthoursinday) {
- nextcolor = 0;
- }
- var color2 = daynightcolors[nextcolor];
- var r = hexToRgb(color1).r;
- var g = hexToRgb(color1).g;
- var b = hexToRgb(color1).b;
- var r2 = hexToRgb(color2).r;
- var g2 = hexToRgb(color2).g;
- var b2 = hexToRgb(color2).b;
- var stepR = (r2 - r) / (60 * daynightspeed);
- var stepG = (g2 - g) / (60 * daynightspeed);
- var stepB = (b2 - b) / (60 * daynightspeed);
- r = Math.floor(r + (stepR * daynighttimer));
- g = Math.floor(g + (stepG * daynighttimer));
- b = Math.floor(b + (stepB * daynighttimer));
- }
- color1 = "#" + ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1);
- this._maskBitmap.FillRect(0, 0, maxX + 20, maxY, color1);
- }
- // *********************************** TINT **************************
- if (daynightset == false) {
- var tint_value = $gameVariables.GetTint();
- var tint_target = $gameVariables.GetTintTarget();
- var tint_speed = $gameVariables.GetTintSpeed();
- if (Terrax_tint_target != terrax_tint_target_old) {
- terrax_tint_target_old = Terrax_tint_target;
- tint_target = Terrax_tint_target;
- $gameVariables.SetTintTarget(tint_target);
- }
- if (Terrax_tint_speed != terrax_tint_speed_old) {
- terrax_tint_speed_old = Terrax_tint_speed;
- tint_speed = Terrax_tint_speed;
- $gameVariables.SetTintSpeed(tint_speed);
- }
- //Graphics.Debug('TINT',tint_value+' '+tint_target+' '+tint_speed);
- var tcolor = tint_value;
- if (tint_value != tint_target) {
- var tintdatenow = new Date();
- var tintseconds = Math.floor(tintdatenow.getTime() / 10);
- if (tintseconds > tint_oldseconds) {
- tint_oldseconds = tintseconds;
- tint_timer++;
- }
- var r = hexToRgb(tint_value).r;
- var g = hexToRgb(tint_value).g;
- var b = hexToRgb(tint_value).b;
- var r2 = hexToRgb(tint_target).r;
- var g2 = hexToRgb(tint_target).g;
- var b2 = hexToRgb(tint_target).b;
- var stepR = (r2 - r) / (60 * tint_speed);
- var stepG = (g2 - g) / (60 * tint_speed);
- var stepB = (b2 - b) / (60 * tint_speed);
- var r3 = Math.floor(r + (stepR * tint_timer));
- var g3 = Math.floor(g + (stepG * tint_timer));
- var b3 = Math.floor(b + (stepB * tint_timer));
- if (r3 < 0) {
- r3 = 0
- }
- if (g3 < 0) {
- g3 = 0
- }
- if (b3 < 0) {
- b3 = 0
- }
- if (r3 > 255) {
- r3 = 255
- }
- if (g3 > 255) {
- g3 = 255
- }
- if (b3 > 255) {
- b3 = 255
- }
- var reddone = false;
- var greendone = false;
- var bluedone = false;
- if (stepR >= 0 && r3 >= r2) {
- reddone = true;
- }
- if (stepR <= 0 && r3 <= r2) {
- reddone = true;
- }
- if (stepG >= 0 && g3 >= g2) {
- greendone = true;
- }
- if (stepG <= 0 && g3 <= g2) {
- greendone = true;
- }
- if (stepB >= 0 && b3 >= b2) {
- bluedone = true;
- }
- if (stepB <= 0 && b3 <= b2) {
- bluedone = true;
- }
- if (reddone == true && bluedone == true && greendone == true) {
- $gameVariables.SetTint(tint_target);
- }
- tcolor = "#" + ((1 << 24) + (r3 << 16) + (g3 << 8) + b3).toString(16).slice(1);
- } else {
- tint_timer = 0;
- }
- //Graphics.Debug('TINT',tint_value+' '+tint_target+' '+tint_speed+' '+tcolor);
- this._maskBitmap.FillRect(-20, 0, maxX + 20, maxY, tcolor);
- }
- // reset drawmode to normal
- ctx.globalCompositeOperation = 'source-over';
- }
- }
- }
- }
- StopTiming();
- };
- /**
- * @method _addSprite
- * @private
- */
- Lightmask.prototype._addSprite = function(x1,y1,selectedbitmap) {
-
- var sprite = new Sprite(this.viewport);
- sprite.bitmap = selectedbitmap;
- sprite.opacity = 255;
- sprite.blendMode = 2;
- sprite.x = x1;
- sprite.y = y1;
- this._sprites.push(sprite);
- this.addChild(sprite);
- sprite.rotation = 0;
- sprite.ax = 0;
- sprite.ay = 0;
- sprite.opacity = 255;
- };
-
- /**
- * @method _removeSprite
- * @private
- */
- Lightmask.prototype._removeSprite = function() {
- this.removeChild(this._sprites.pop());
- };
-
- // ******************* NORMAL BOX SHAPE ***********************************
-
- Bitmap.prototype.FillRect = function(x1, y1, x2, y2, color1) {
- x1=x1+20;
- //x2=x2+20;
- var context = this._context;
- context.save();
- context.fillStyle = color1;
- context.fillRect(x1, y1, x2, y2);
- context.restore();
- this._setDirty();
- };
-
- // ******************* CIRCLE/OVAL SHAPE ***********************************
- // from http://scienceprimer.com/draw-oval-html5-canvas
- Bitmap.prototype.FillCircle = function(centerX, centerY, xradius, yradius, color1) {
- centerX=centerX+20;
- var context = this._context;
- context.save();
- context.fillStyle = color1;
- context.beginPath();
- var rotation = 0;
- var start_angle = 0;
- var end_angle = 2 * Math.PI;
- for (var i = start_angle * Math.PI; i < end_angle * Math.PI; i += 0.01 ) {
- xPos = centerX - (yradius * Math.sin(i)) * Math.sin(rotation * Math.PI) + (xradius * Math.cos(i)) * Math.cos(rotation * Math.PI);
- yPos = centerY + (xradius * Math.cos(i)) * Math.sin(rotation * Math.PI) + (yradius * Math.sin(i)) * Math.cos(rotation * Math.PI);
- if (i == 0) {
- context.moveTo(xPos, yPos);
- } else {
- context.lineTo(xPos, yPos);
- }
- }
- context.fill();
- context.closePath();
- context.restore();
- this._setDirty();
- };
- // ******************* NORMAL LIGHT SHAPE ***********************************
- // Fill gradient circle
-
- Bitmap.prototype.radialgradientFillRect = function(x1, y1, r1, r2, color1, color2, flicker, brightness, direction) {
- var isValidColor = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(color1);
- if (!isValidColor) {
- color1 = '#000000'
- }
- var isValidColor2 = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(color2);
- if (!isValidColor2) {
- color2 = '#000000'
- }
- x1=x1+20;
- // clipping
- var nx1 = Number(x1);
- var ny1 = Number(y1);
- var nr2 = Number(r2);
- var clip = false;
- if (nx1-nr2>maxX) {
- clip = true;
- }
- if (ny1-nr2>maxY) {
- clip = true;
- }
- if (nx1+nr2<0) {
- clip = true;
- }
- if (nx1+nr2<0) {
- clip = true;
- }
- //Graphics.Debug('Screen',startx+" "+starty+" "+endx+" "+endy+" "+nx1+" "+ny1+" "+nr2);
- if (clip == false) {
- if (!brightness) {
- brightness = 0.0;
- }
- if (!direction) {
- direction = 0;
- }
- var context = this._context;
- var grad;
- var wait = Math.floor((Math.random() * 8) + 1);
- if (flicker == true && wait == 1) {
- var flickerradiusshift = $gameVariables.GetFireRadius();
- var flickercolorshift = $gameVariables.GetFireColorshift();
- var gradrnd = Math.floor((Math.random() * flickerradiusshift) + 1);
- var colorrnd = Math.floor((Math.random() * flickercolorshift) - (flickercolorshift / 2));
- var r = hexToRgb(color1).r;
- var g = hexToRgb(color1).g;
- var b = hexToRgb(color1).b;
- g = g + colorrnd;
- if (g < 0) {
- g = 0;
- }
- if (g > 255) {
- g = 255;
- }
- color1 = "#" + ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1);
- r2 = r2 - gradrnd;
- if (r2 < 0) r2 = 0;
- }
- grad = context.createRadialGradient(x1, y1, r1, x1, y1, r2);
- if (brightness) {
- grad.addColorStop(0, '#FFFFFF');
- }
- grad.addColorStop(brightness, color1);
- grad.addColorStop(1, color2);
- context.save();
- context.fillStyle = grad;
- direction = Number(direction);
- var pw = $gameMap.tileWidth() / 2;
- var ph = $gameMap.tileHeight() / 2;
- switch (direction) {
- case 0:
- context.fillRect(x1 - r2, y1 - r2, r2 * 2, r2 * 2);
- break;
- case 1:
- context.fillRect(x1 - r2, y1 - ph, r2 * 2, r2 * 2);
- break;
- case 2:
- context.fillRect(x1 - r2, y1 - r2, r2 * 1 + pw, r2 * 2);
- break;
- case 3:
- context.fillRect(x1 - r2, y1 - r2, r2 * 2, r2 * 1 + ph);
- break;
- case 4:
- context.fillRect(x1 - pw, y1 - r2, r2 * 2, r2 * 2);
- break;
- }
- // context.fillRect(x1-r2, y1-r2, r2*2, r2*2);
- context.restore();
- this._setDirty();
- }
- };
-
- // ********************************** FLASHLIGHT *************************************
- // Fill gradient Cone
-
- Bitmap.prototype.radialgradientFillRect2 = function(x1, y1, r1, r2, color1, color2, direction, flashlength, flashwidth) {
- x1=x1+20;
- var isValidColor = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(color1);
- if (!isValidColor) {
- color1 = '#000000'
- }
- var isValidColor2 = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(color2);
- if (!isValidColor2) {
- color2 = '#000000'
- }
- var context = this._context;
- var grad;
-
- // smal dim glove around player
- context.save();
- y1 = y1 - flashlightoffset;
-
- r1 = 1;
- r2 = 40;
- grad = context.createRadialGradient(x1, y1, r1, x1, y1, r2);
- grad.addColorStop(0, '#999999');
- grad.addColorStop(1, color2);
-
- context.fillStyle = grad;
- context.fillRect(x1-r2, y1-r2, r2*2, r2*2);
-
- // flashlight
-
- for (var cone = 0; cone < flashlength; cone++) {
- var flashlightdensity = $gameVariables.GetFlashlightDensity();
- r1 = cone * flashlightdensity;
- r2 = cone * flashwidth;
-
- switch(direction) {
- case 6:
- x1 = x1 + cone*6;
- break;
- case 4:
- x1 = x1 - cone*6;
- break;
- case 2:
- y1 = y1 + cone*6;
- break;
- case 8:
- y1 = y1 - cone*6;
- break;
- }
-
- grad = context.createRadialGradient(x1, y1, r1, x1, y1, r2);
- grad.addColorStop(0, color1);
- grad.addColorStop(1, color2);
-
- context.fillStyle = grad;
- context.fillRect(x1-r2, y1-r2, r2*2, r2*2);
- }
- context.fillStyle = grad;
- context.fillRect(x1-r2, y1-r2, r2*2, r2*2);
-
- context.restore();
- this._setDirty();
- };
-
-
- function hexToRgb(hex) {
- var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
- return result ? {
- r: parseInt(result[1], 16),
- g: parseInt(result[2], 16),
- b: parseInt(result[3], 16)
- } : null;
- }
- Game_Variables.prototype.GetFirstRun = function() {
- if (typeof this._Terrax_Lighting_FirstRun == 'undefined') {
- this._Terrax_Lighting_FirstRun = true;
- }
- return this._Terrax_Lighting_FirstRun;
- };
- Game_Variables.prototype.SetFirstRun = function(value) {
- this._Terrax_Lighting_FirstRun = value;
- };
- Game_Variables.prototype.GetScriptActive = function() {
- if (typeof this._Terrax_Lighting_ScriptActive == 'undefined') {
- this._Terrax_Lighting_ScriptActive = true;
- }
- return this._Terrax_Lighting_ScriptActive;
- };
- Game_Variables.prototype.SetScriptActive = function(value) {
- this._Terrax_Lighting_ScriptActive = value;
- };
- Game_Variables.prototype.GetStopScript = function() {
- if (typeof this._Terrax_Lighting_StopScript == 'undefined') {
- this._Terrax_Lighting_StopScript = false;
- }
- return this._Terrax_Lighting_StopScript;
- };
- Game_Variables.prototype.SetStopScript = function(value) {
- this._Terrax_Lighting_StopScript = value;
- };
- Game_Variables.prototype.SetMog = function(value) {
- this._Terrax_Lighting_Mog = value;
- };
- Game_Variables.prototype.GetMog = function() {
- return this._Terrax_Lighting_Mog || false;
- };
- Game_Variables.prototype.SetMogTintArray = function(value) {
- this._Terrax_Lighting_MogTintArray = value;
- };
- Game_Variables.prototype.GetMogTintArray = function() {
- var default_MT = [ '#555555', '#FFEFD5', '#FFFFFF', '#EEE8AA', '#555555', '#111111' ];
- return this._Terrax_Lighting_MogTintArray || default_MT;
- };
- Game_Variables.prototype.SetTint = function(value) {
- this._Terrax_Tint_Value = value;
- };
- Game_Variables.prototype.GetTint = function() {
- return this._Terrax_Tint_Value || '#000000';
- };
- Game_Variables.prototype.SetTintTarget = function(value) {
- this._Terrax_TintTarget_Value = value;
- };
- Game_Variables.prototype.GetTintTarget = function() {
- return this._Terrax_TintTarget_Value || '#000000';
- };
- Game_Variables.prototype.SetTintSpeed = function(value) {
- this._Terrax_TintSpeed_Value = value;
- };
- Game_Variables.prototype.GetTintSpeed = function() {
- return this._Terrax_TintSpeed_Value || 60;
- };
- Game_Variables.prototype.SetFlashlight = function(value) {
- this._Terrax_Lighting_Flashlight = value;
- };
- Game_Variables.prototype.GetFlashlight = function() {
- return this._Terrax_Lighting_Flashlight || false;
- };
- Game_Variables.prototype.SetFlashlightDensity = function(value) {
- this._Terrax_Lighting_FlashlightDensity = value;
- };
- Game_Variables.prototype.GetFlashlightDensity = function() {
- return this._Terrax_Lighting_FlashlightDensity || 3;
- };
- Game_Variables.prototype.SetFlashlightLength = function(value) {
- this._Terrax_Lighting_FlashlightLength = value;
- };
- Game_Variables.prototype.GetFlashlightLength = function() {
- return this._Terrax_Lighting_FlashlightLength || 8;
- };
- Game_Variables.prototype.SetFlashlightWidth = function(value) {
- this._Terrax_Lighting_FlashlightWidth = value;
- };
- Game_Variables.prototype.GetFlashlightWidth = function() {
- return this._Terrax_Lighting_FlashlightWidth || 12;
- };
- Game_Variables.prototype.SetPlayerColor = function(value) {
- this._Terrax_Lighting_PlayerColor = value;
- };
- Game_Variables.prototype.GetPlayerColor = function() {
- return this._Terrax_Lighting_PlayerColor || '#FFFFFF';
- };
- Game_Variables.prototype.SetPlayerBrightness = function(value) {
- this._Terrax_Lighting_PlayerBrightness = value;
- };
- Game_Variables.prototype.GetPlayerBrightness = function(value) {
- this._Terrax_Lighting_PlayerBrightness = value || 0.0;
- };
- Game_Variables.prototype.SetRadius = function(value) {
- this._Terrax_Lighting_Radius = value;
- };
- Game_Variables.prototype.GetRadius = function() {
- //return this._Terrax_Lighting_Radius || 150;
- if (this._Terrax_Lighting_Radius === undefined) {
- return 150;
- }else {
- return this._Terrax_Lighting_Radius;
- }
- };
- Game_Variables.prototype.SetRadiusTarget = function(value) {
- this._Terrax_Lighting_RadiusTarget = value;
- };
- Game_Variables.prototype.GetRadiusTarget = function() {
- //return this._Terrax_Lighting_RadiusTarget || 150;
- if (this._Terrax_Lighting_RadiusTarget === undefined) {
- return 150;
- }else {
- return this._Terrax_Lighting_RadiusTarget;
- }
- };
- Game_Variables.prototype.SetRadiusSpeed = function(value) {
- this._Terrax_Lighting_RadiusSpeed = value;
- };
- Game_Variables.prototype.GetRadiusSpeed = function() {
- return this._Terrax_Lighting_RadiusSpeed || 0;
- };
- Game_Variables.prototype.SetDaynightColorArray = function(value) {
- this._Terrax_Lighting_DayNightColorArray = value;
- };
- Game_Variables.prototype.GetDaynightColorArray = function() {
- var default_color = [ '#000000', '#000000', '#000000', '#000000',
- '#000000', '#000000', '#666666', '#AAAAAA',
- '#FFFFFF', '#FFFFFF', '#FFFFFF', '#FFFFFF',
- '#FFFFFF', '#FFFFFF', '#FFFFFF', '#FFFFFF',
- '#FFFFFF', '#FFFFFF', '#AAAAAA', '#666666',
- '#000000', '#000000', '#000000', '#000000' ];
- return this._Terrax_Lighting_DayNightColorArray || default_color;
- };
- Game_Variables.prototype.SetDaynightSpeed = function(value) {
- this._Terrax_Lighting_DaynightSpeed = value;
- };
- Game_Variables.prototype.GetDaynightSpeed = function() {
- return this._Terrax_Lighting_DaynightSpeed || 10;
- };
- Game_Variables.prototype.SetDaynightCycle = function(value) {
- this._Terrax_Lighting_DaynightCycle = value;
- };
- Game_Variables.prototype.GetDaynightCycle = function() {
- return this._Terrax_Lighting_DaynightCycle || 0;
- };
- Game_Variables.prototype.SetDaynightTimer = function(value) {
- this._Terrax_Lighting_DaynightTimer = value;
- };
- Game_Variables.prototype.GetDaynightTimer = function() {
- return this._Terrax_Lighting_DaynightTimer || 0;
- };
- Game_Variables.prototype.SetDaynightHoursinDay = function(value) {
- this._Terrax_Lighting_DaynightHoursinDay = value;
- };
- Game_Variables.prototype.GetDaynightHoursinDay = function() {
- return this._Terrax_Lighting_DaynightHoursinDay || 24;
- };
- Game_Variables.prototype.SetFireRadius = function(value) {
- this._Terrax_Lighting_FireRadius = value;
- };
- Game_Variables.prototype.GetFireRadius = function() {
- return this._Terrax_Lighting_FireRadius || 7;
- };
- Game_Variables.prototype.SetFireColorshift = function(value) {
- this._Terrax_Lighting_FireColorshift = value;
- };
- Game_Variables.prototype.GetFireColorshift = function() {
- return this._Terrax_Lighting_FireColorshift || 10;
- };
- Game_Variables.prototype.SetFire = function(value) {
- this._Terrax_Lighting_Fire = value;
- };
- Game_Variables.prototype.GetFire = function() {
- return this._Terrax_Lighting_Fire || false;
- };
- Game_Variables.prototype.SetLightArrayId = function(value) {
- this._Terrax_Lighting_LightArrayId = value;
- };
- Game_Variables.prototype.GetLightArrayId = function() {
- var default_LAI = [];
- return this._Terrax_Lighting_LightArrayId || default_LAI;
- };
- Game_Variables.prototype.SetLightArrayState = function(value) {
- this._Terrax_Lighting_LightArrayState = value;
- };
- Game_Variables.prototype.GetLightArrayState = function() {
- var default_LAS = [];
- return this._Terrax_Lighting_LightArrayState || default_LAS;
- };
- Game_Variables.prototype.SetLightArrayColor = function(value) {
- this._Terrax_Lighting_LightArrayColor = value;
- };
- Game_Variables.prototype.GetLightArrayColor = function() {
- var default_LAS = [];
- return this._Terrax_Lighting_LightArrayColor || default_LAS;
- };
- Game_Variables.prototype.SetTileArray = function(value) {
- this._Terrax_Lighting_TileArray = value;
- };
- Game_Variables.prototype.GetTileArray = function() {
- var default_TA = [];
- return this._Terrax_Lighting_TileArray || default_TA;
- };
- Game_Variables.prototype.SetLightTags = function(value) {
- this._Terrax_Lighting_LightTags = value;
- };
- Game_Variables.prototype.GetLightTags = function() {
- var default_TA = [];
- return this._Terrax_Lighting_LightTags || default_TA;
- };
- Game_Variables.prototype.SetBlockTags = function(value) {
- this._Terrax_Lighting_BlockTags = value;
- };
- Game_Variables.prototype.GetBlockTags = function() {
- var default_TA = [];
- return this._Terrax_Lighting_BlockTags || default_TA;
- };
- // dummy for compatiblity with push.
- function SaveLightingVariables() {
- }
- function StartTiming() {
- // Timing function for debugging
- var datenow = new Date();
- debugtimer = datenow.getTime();
- }
- function StopTiming() {
- // speedtest function
- if (speeddebug == true) {
- var datenow = new Date();
- var debugtimer2 = datenow.getTime();
- averagetime[averagetimecount] = debugtimer2 - debugtimer;
- averagetimecount++;
- var totalcount = 0;
- for (var y = 0; y < averagetime.length; y++) {
- totalcount = totalcount + averagetime[y];
- }
- if (averagetimecount > 500) {
- averagetimecount = 0;
- Graphics.Debug('Speedtest', totalcount / 500);
- }
- }
- }
- //****
- // Debug
- //****
- Graphics.Debug = function(name, message) {
- if (this._errorPrinter) {
- this._errorPrinter.innerHTML = this._makeErrorHtml(name, message);
- }
- }
- //****
- // This function is overwritten from rpg_sprites.js
- //****
- Spriteset_Map.prototype.createLowerLayer = function() {
- Spriteset_Base.prototype.createLowerLayer.call(this);
- this.createParallax();
- this.createTilemap();
- this.createCharacters();
- this.createShadow();
- this.createDestination();
- this.createLightmask();
- this.createWeather();
-
- };
- // ALLIASED Move event location => reload map.
- var Alias_Game_Interpreter_command203 = Game_Interpreter.prototype.command203;
- Game_Interpreter.prototype.command203 = function() {
- Alias_Game_Interpreter_command203.call(this);
- ReloadMapEvents();
- return true;
- };
- // ALIASED FROM RPG OBJECTS TO ADD LIGHTING TO CONFIG MENU
- ConfigManager.TxLighting = true;
- Object.defineProperty(ConfigManager, 'TxLighting', {
- get: function() {
- return options_lighting_on;
- },
- set: function(value) {
- options_lighting_on = value;
- },
- configurable: true
- });
- var Alias_ConfigManager_makeData = ConfigManager.makeData;
- ConfigManager.makeData = function() {
- var config = Alias_ConfigManager_makeData.call(this);
- config.TxLighting = options_lighting_on;
- return config;
- };
- var Alias_ConfigManager_applyData = ConfigManager.applyData;
- ConfigManager.applyData = function(config) {
- Alias_ConfigManager_applyData.call(this,config);
- this.TxLighting = this.readFlag2(config, 'TxLighting');
- };
- var Window_Options_addGeneralOptions = Window_Options.prototype.addGeneralOptions;
- Window_Options.prototype.addGeneralOptions = function() {
- Window_Options_addGeneralOptions.call(this);
- if (add_to_options == "Yes") {
- this.addCommand(optiontext, 'TxLighting');
- }
- };
- ConfigManager.readFlag2 = function(config, name) {
- var value = config[name];
- if (value !== undefined) {
- return !!config[name];
- } else {
- return true;
- }
- };
- })();
-
-
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