1297 lines
41 KiB
JavaScript
1297 lines
41 KiB
JavaScript
//=============================================================================
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// MPP_MapLight.js
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//=============================================================================
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// Copyright (c) 2018 - 2021 Mokusei Penguin
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// Released under the MIT license
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// http://opensource.org/licenses/mit-license.php
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//=============================================================================
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/*:
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* @target MV MZ
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* @plugindesc Allows you to set the brightness of the map.
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* @author Mokusei Penguin
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* @url
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*
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* @help [version 3.1.1]
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* This plugin is for RPG Maker MV and MZ.
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*
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* ▼ Plugin command
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* - In MV, the variable N is referred to by writing v [N] in the item for
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* inputting a numerical value.
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* - In MZ, in the item to enter a numerical value, select the text and
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* write v [N] to refer to the variable N.
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* - For the color index (c), specify the one set in the plug-in parameter
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* [Light Colors].
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*
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* 〇 MV / MZ
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*
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* 〇 SetCharLight evId r c a / setCharLight
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* evId : -1:Player, 0:This event, 1..:EventID
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* r : radius(1 = 1 square)
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* c : color index(Erase with 0)
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* a : amplitude(Specify from 0-100 / No blinking at 0 / Not set is 0)
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* - The light is displayed around the character.
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*
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* 〇 SetPosLight x y r c a / setPosLight
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* x : X coordinate
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* y : Y coordinate
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* r : radius(1 = 1 square)
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* c : color index(Erase with 0)
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* a : amplitude(Specify from 0-100 / No blinking at 0 / Not set is 0)
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* - Lights up at the specified coordinates (x, y).
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*
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* 〇 SetFrontLight evId r c a / setFrontLight
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* evId : -1:Player, 0:This event, 1..:EventID
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* c : color index(Erase with 0)
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* a : amplitude(Specify from 0-100 / No blinking at 0 / Not set is 0)
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* - A light is displayed in front of the character.
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*
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* 〇 EraseCharLight lId / eraseCharLight
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* evId : -1:Player, 0:This event, 1..:EventID
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* - Turns off the lights centered on the character.
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*
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* 〇 ErasePosLight x y / erasePosLight
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* x : X coordinate
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* y : Y coordinate
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* - Turns off the light at the specified coordinates (x, y).
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*
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* 〇 EraseFrontLight lId / eraseFrontLight
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* evId : -1:Player, 0:This event, 1..:EventID
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* - Turns off the light that illuminates the front of the character.
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*
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* 〇 SetMapDarkness d / setDarkness
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* d : Map darkness(Specify from 0-100)
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* - Change the darkness of the map.
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*
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* ▼ Map notes
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* 〇 <Darkness:n>
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* n : Map darkness(Specify from 0-100)
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* - Specifies the darkness of the map.
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* - By writing v[n], the value of the nth variable is referenced.
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* - However, it is only referenced when you switch maps.
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*
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* 〇 <PosLight X,Y:r,c,a>
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* X : X coordinate
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* Y : Y coordinate
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* r : radius(1 = 1 square)
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* c : color index
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* a : amplitude(Specify from 0-100 / No blinking at 0 / Not set is 0)
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* - Places the light at the specified coordinates (x, y).
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*
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* ▼ Annotation of event execution content
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* 〇 CharLight r c a
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* r : radius(1 = 1 square)
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* c : color index
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* a : amplitude(Specify from 0-100 / No blinking at 0 / Not set is 0)
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* - Lights are displayed around this event.
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* - This command applies only to the first annotation of the execution.
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*
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* ================================
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* Mail : wood_penguin@yahoo.co.jp (@ is half-width)
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* Blog : http://woodpenguin.blog.fc2.com/
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* License : MIT license
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*
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* @command setCharLight
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* @desc
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* @arg character
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* @desc -1:Player, 0:This event, 1..:EventID
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* @type number
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* @min -1
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* @max 999
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* @default 0
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* @arg radius
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* @desc 1 = 1 square
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* @type number
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* @min 0
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* @max 99
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* @default 1
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* @arg colorIndex
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* @desc
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* @type number
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* @min 0
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* @max 99
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* @default 1
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* @arg amplitude
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* @desc
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* @type number
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* @min 0
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* @max 100
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* @default 0
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*
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* @command setPosLight
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* @desc
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* @arg x
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* @desc
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* @type number
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* @min -9999
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* @max 9999
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* @default 0
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* @arg y
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* @desc
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* @type number
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* @min -9999
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* @max 9999
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* @default 0
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* @arg radius
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* @desc 1 = 1 square
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* @type number
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* @min 0
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* @max 99
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* @default 1
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* @arg colorIndex
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* @desc
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* @type number
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* @min 0
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* @max 99
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* @default 1
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* @arg amplitude
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* @desc
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* @type number
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* @min 0
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* @max 100
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* @default 0
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*
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* @command setFrontLight
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* @desc
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* @arg character
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* @desc -1:Player, 0:This event, 1..:EventID
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* @type number
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* @min -1
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* @max 999
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* @default 0
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* @arg colorIndex
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* @desc
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* @type number
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* @min 0
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* @max 99
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* @default 1
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* @arg amplitude
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* @desc
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* @type number
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* @min 0
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* @max 100
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* @default 0
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*
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* @command eraseCharLight
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* @desc
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* @arg character
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* @desc -1:Player, 0:This event, 1..:EventID
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* @type number
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* @min -1
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* @max 999
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* @default 0
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*
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* @command erasePosLight
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* @desc
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* @arg x
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* @desc
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* @type number
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* @min -9999
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* @max 9999
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* @default 0
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* @arg y
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* @desc
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* @type number
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* @min -9999
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* @max 9999
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* @default 0
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*
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* @command eraseFrontLight
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* @desc
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* @arg character
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* @desc -1:Player, 0:This event, 1..:EventID
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* @type number
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* @min -1
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* @max 999
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* @default 0
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*
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* @command setDarkness
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* @desc
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* @arg darkness
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* @desc
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* @type number
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* @min 0
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* @max 100
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* @default 100
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*
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*
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* @param Light Colors
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* @desc
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* @type string[]
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* @default ["255,255,255","192,128,64","32,32,32"]
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*
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* @param Front Light
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* @desc
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* @type struct<FrontLight>
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* @default {"Radius":"6","Angle":"90","Oy":"4","Turn Duration":"24"}
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*
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* @param Darkness Size
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* @desc Resolution per tile
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* @type number
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* @min 1
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* @max 48
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* @default 3
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*
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*/
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/*~struct~FrontLight:
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* @param Radius
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* @desc
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* @type number
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* @min 1
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* @max 99
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* @default 6
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*
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* @param Angle
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* @desc
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* @type number
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* @min 1
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* @max 180
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* @default 90
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*
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* @param Oy
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* @desc
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* @type number
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* @min -9999
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* @max 9999
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* @default 4
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*
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* @param Turn Duration
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* @desc
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* @type number
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* @min 0
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* @max 999
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* @default 24
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*
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*/
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/*:ja
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* @target MV MZ
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* @plugindesc マップの明るさを設定できるようにします。
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* @author 木星ペンギン
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* @url
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*
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* @help [version 3.1.1]
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* このプラグインはRPGツクールMVおよびMZ用です。
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*
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* ▼ プラグインコマンド
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* - MVでは数値を入力する項目で v[N] と記述することで変数N番を参照します。
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* - MZでは数値を入力する項目で、テキストを選択して v[N] と記述することで
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* 変数N番を参照します。
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* - 色番号(c)はプラグインパラメータ[Light Colors]で設定したものを指定してください。
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*
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||
* 〇 MV / MZ
|
||
*
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||
* 〇 SetCharLight evId r c a / キャラ灯り設定
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||
* evId : イベントID(-1:プレイヤー, 0:このイベント)
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||
* r : 半径(1で1マス分)
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||
* c : 色番号(0で消去)
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||
* a : 明滅の振れ幅(0~100で指定 / 0で明滅なし / 未設定は0)
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||
* - キャラクターを中心に灯りを表示します。
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*
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* 〇 SetPosLight x y r c a / マップ灯り設定
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* x : X座標
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* y : Y座標
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* r : 半径(1で1マス分)
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* c : 色番号(0で消去)
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||
* a : 明滅の振れ幅(0~100で指定 / 0で明滅なし / 未設定は0)
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* - 指定した座標(x,y)に灯り表示します。
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*
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* 〇 SetFrontLight evId r c a / 前方灯り設定
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* evId : イベントID(-1:プレイヤー, 0:このイベント)
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* c : 色番号(0で消去)
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* a : 明滅の振れ幅(0~100で指定 / 0で明滅なし / 未設定は0)
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* - キャラクターの前方に灯りを表示します。
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*
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* 〇 EraseCharLight lId / キャラ灯り消去
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* evId : イベントID(-1:プレイヤー, 0:このイベント)
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* - キャラクターを中心とした灯りを消去します。
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||
*
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* 〇 ErasePosLight x y / マップ灯り消去
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* x : X座標
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* y : Y座標
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* - 指定した座標(x,y)の灯りを消去します。
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*
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* 〇 EraseFrontLight lId / 前方灯り消去
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||
* evId : イベントID(-1:プレイヤー, 0:このイベント)
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||
* - キャラクターの前方を照らす灯りを消去します。
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||
*
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* 〇 SetMapDarkness d / マップ暗さ設定
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||
* d : マップの暗さ(0~100で指定)
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||
* - マップの暗さを変更します。
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||
*
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* ▼ マップのメモ
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* 〇 <Darkness:n>
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* n : マップの暗さ(0~100で指定)
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* - マップの暗さを指定します。
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* - v[n] と記述することでn番の変数の値を参照します。
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||
* - ただし、参照されるのはマップの切り替えを行ったときのみです。
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||
*
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||
* 〇 <PosLight X,Y:r,c,a>
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* X : X座標
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* Y : Y座標
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||
* r : 半径(1で1マス分)
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||
* c : 色番号
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||
* a : 明滅の振れ幅(0~100で指定 / 0で明滅なし / 未設定は0)
|
||
* - 指定した座標(x,y)に灯りを配置します。
|
||
*
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||
* ▼ イベントの実行内容の注釈
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||
* 〇 灯り r c a
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* r : 半径(1で1マス分)
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||
* c : 色番号
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||
* a : 明滅の振れ幅(0~100で指定 / 0で明滅なし / 未設定は0)
|
||
* - このイベントを中心に灯りを表示します。
|
||
* - このコマンドは実行内容の最初の注釈のみ適用されます。
|
||
*
|
||
* ================================
|
||
* Mail : wood_penguin@yahoo.co.jp (@は半角)
|
||
* Blog : http://woodpenguin.blog.fc2.com/
|
||
* License : MIT license
|
||
*
|
||
* @command setCharLight
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||
* @text キャラ灯り設定
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||
* @desc
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||
* @arg character
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||
* @text 対象キャラクター
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||
* @desc -1:プレイヤー, 0:このイベント, 1..:イベントID
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||
* @type number
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||
* @min -1
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||
* @max 999
|
||
* @default 0
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||
* @arg radius
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||
* @text 半径
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||
* @desc 1 = 1マス
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||
* @type number
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||
* @min 0
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||
* @max 99
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||
* @default 1
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||
* @arg colorIndex
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||
* @text 色番号
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||
* @desc
|
||
* @type number
|
||
* @min 0
|
||
* @max 99
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||
* @default 1
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||
* @arg amplitude
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||
* @text 明滅の振れ幅
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||
* @desc
|
||
* @type number
|
||
* @min 0
|
||
* @max 100
|
||
* @default 0
|
||
*
|
||
* @command setPosLight
|
||
* @text マップ灯り設定
|
||
* @desc
|
||
* @arg x
|
||
* @desc
|
||
* @type number
|
||
* @min -9999
|
||
* @max 9999
|
||
* @default 0
|
||
* @arg y
|
||
* @desc
|
||
* @type number
|
||
* @min -9999
|
||
* @max 9999
|
||
* @default 0
|
||
* @arg radius
|
||
* @text 半径
|
||
* @desc 1 = 1マス
|
||
* @type number
|
||
* @min 0
|
||
* @max 99
|
||
* @default 1
|
||
* @arg colorIndex
|
||
* @text 色番号
|
||
* @desc
|
||
* @type number
|
||
* @min 0
|
||
* @max 99
|
||
* @default 1
|
||
* @arg amplitude
|
||
* @text 明滅の振れ幅
|
||
* @desc
|
||
* @type number
|
||
* @min 0
|
||
* @max 100
|
||
* @default 0
|
||
*
|
||
* @command setFrontLight
|
||
* @text 前方灯り設定
|
||
* @desc
|
||
* @arg character
|
||
* @text 対象キャラクター
|
||
* @desc -1:プレイヤー, 0:このイベント, 1..:イベントID
|
||
* @type number
|
||
* @min -1
|
||
* @max 999
|
||
* @default 0
|
||
* @arg colorIndex
|
||
* @text 色番号
|
||
* @desc
|
||
* @type number
|
||
* @min 0
|
||
* @max 99
|
||
* @default 1
|
||
* @arg amplitude
|
||
* @text 明滅の振れ幅
|
||
* @desc
|
||
* @type number
|
||
* @min 0
|
||
* @max 100
|
||
* @default 0
|
||
*
|
||
* @command eraseCharLight
|
||
* @text キャラ灯り消去
|
||
* @desc
|
||
* @arg character
|
||
* @text 対象キャラクター
|
||
* @desc -1:プレイヤー, 0:このイベント, 1..:イベントID
|
||
* @type number
|
||
* @min -1
|
||
* @max 999
|
||
* @default 0
|
||
*
|
||
* @command erasePosLight
|
||
* @text マップ灯り消去
|
||
* @desc
|
||
* @arg x
|
||
* @desc
|
||
* @type number
|
||
* @min -9999
|
||
* @max 9999
|
||
* @default 0
|
||
* @arg y
|
||
* @desc
|
||
* @type number
|
||
* @min -9999
|
||
* @max 9999
|
||
* @default 0
|
||
*
|
||
* @command eraseFrontLight
|
||
* @text 前方灯り消去
|
||
* @desc
|
||
* @arg character
|
||
* @text 対象キャラクター
|
||
* @desc -1:プレイヤー, 0:このイベント, 1..:イベントID
|
||
* @type number
|
||
* @min -1
|
||
* @max 999
|
||
* @default 0
|
||
*
|
||
* @command setDarkness
|
||
* @text マップ暗さ設定
|
||
* @desc
|
||
* @arg darkness
|
||
* @desc
|
||
* @type number
|
||
* @min 0
|
||
* @max 100
|
||
* @default 100
|
||
*
|
||
*
|
||
* @param Light Colors
|
||
* @text 灯りの色の配列
|
||
* @desc
|
||
* @type string[]
|
||
* @default ["255,255,255","192,128,64","32,32,32"]
|
||
*
|
||
* @param Front Light
|
||
* @text 前方灯りパラメータ
|
||
* @desc
|
||
* @type struct<FrontLight>
|
||
* @default {"Radius":"6","Angle":"90","Oy":"4","Turn Duration":"24"}
|
||
*
|
||
* @param Darkness Size
|
||
* @text 暗さの解像度
|
||
* @desc 1タイル当たりの解像度
|
||
* @type number
|
||
* @min 1
|
||
* @max 48
|
||
* @default 3
|
||
*
|
||
*/
|
||
|
||
/*~struct~FrontLight:ja
|
||
* @param Radius
|
||
* @text 距離
|
||
* @desc
|
||
* @type number
|
||
* @min 1
|
||
* @max 99
|
||
* @default 6
|
||
*
|
||
* @param Angle
|
||
* @text 角度
|
||
* @desc
|
||
* @type number
|
||
* @min 1
|
||
* @max 180
|
||
* @default 90
|
||
*
|
||
* @param Oy
|
||
* @text 原点Y
|
||
* @desc
|
||
* @type number
|
||
* @min -9999
|
||
* @max 9999
|
||
* @default 4
|
||
*
|
||
* @param Turn Duration
|
||
* @text 回転時間
|
||
* @desc
|
||
* @type number
|
||
* @min 0
|
||
* @max 999
|
||
* @default 24
|
||
*
|
||
*/
|
||
|
||
(() => {
|
||
'use strict';
|
||
|
||
const pluginName = 'MPP_MapLight';
|
||
|
||
// Plugin Parameters
|
||
const parameters = PluginManager.parameters(pluginName);
|
||
const paramReplace = (key, value) => {
|
||
try {
|
||
return JSON.parse(value);
|
||
} catch (e) {
|
||
return value;
|
||
}
|
||
};
|
||
const param_LightColors = JSON.parse(parameters['Light Colors']);
|
||
const param_FrontLight = JSON.parse(parameters['Front Light'], paramReplace);
|
||
const param_DarknessSize = Number(parameters['Darkness Size'] || 3);
|
||
|
||
// Dealing with other plugins
|
||
const _importedPlugin = (...names) => {
|
||
return names.some(name => PluginManager._scripts.includes(name));
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Bitmap
|
||
|
||
if (Utils.RPGMAKER_NAME === 'MV') {
|
||
|
||
Bitmap.prototype.destroy = function() {
|
||
if (this._baseTexture) {
|
||
this._baseTexture.destroy();
|
||
this.__baseTexture = null;
|
||
}
|
||
this._destroyCanvas();
|
||
};
|
||
|
||
Bitmap.prototype._destroyCanvas = function() {
|
||
if (this._canvas) {
|
||
this._canvas.width = 0;
|
||
this._canvas.height = 0;
|
||
this.__canvas = null;
|
||
}
|
||
};
|
||
|
||
}
|
||
|
||
Bitmap.prototype.mppBlur = function(level) {
|
||
const { canvas, context, width:w, height:h } = this;
|
||
const tempCanvas = document.createElement('canvas');
|
||
const tempContext = tempCanvas.getContext('2d');
|
||
tempCanvas.width = w + 2;
|
||
tempCanvas.height = h + 2;
|
||
for (let i = 0; i < level; i++) {
|
||
tempContext.clearRect(0, 0, w + 2, h + 2);
|
||
tempContext.drawImage(canvas, 0, 0, w, h, 1, 1, w, h);
|
||
tempContext.drawImage(canvas, 0, 0, w, 1, 1, 0, w, 1);
|
||
tempContext.drawImage(canvas, 0, 0, 1, h, 0, 1, 1, h);
|
||
tempContext.drawImage(canvas, 0, h - 1, w, 1, 1, h + 1, w, 1);
|
||
tempContext.drawImage(canvas, w - 1, 0, 1, h, w + 1, 1, 1, h);
|
||
tempContext.drawImage(canvas, 0, 0, 1, 1, 0, 0, 1, 1);
|
||
tempContext.drawImage(canvas, w - 1, 0, 1, 1, w + 1, 0, 1, 1);
|
||
tempContext.drawImage(canvas, 0, h - 1, 1, 1, 0, h + 1, 1, 1);
|
||
tempContext.drawImage(canvas, w - 1, h - 1, 1, 1, w + 1, h + 1, 1, 1);
|
||
context.save();
|
||
context.clearRect(0, 0, w, h);
|
||
context.globalCompositeOperation = 'lighter';
|
||
context.globalAlpha = 1 / 9;
|
||
for (let y = 0; y < 3; y++) {
|
||
for (let x = 0; x < 3; x++) {
|
||
context.drawImage(tempCanvas, x, y, w, h, 0, 0, w, h);
|
||
}
|
||
}
|
||
context.restore();
|
||
}
|
||
this._baseTexture.update();
|
||
};
|
||
|
||
//-------------------------------------------------------------------------
|
||
// Tilemap
|
||
|
||
const _Tilemap_destroy = Tilemap.prototype.destroy;
|
||
Tilemap.prototype.destroy = function() {
|
||
this._darknessLayer.destroy();
|
||
_Tilemap_destroy.apply(this, arguments);
|
||
};
|
||
|
||
const _Tilemap__createLayers = Tilemap.prototype._createLayers;
|
||
Tilemap.prototype._createLayers = function() {
|
||
_Tilemap__createLayers.apply(this, arguments);
|
||
this._createDarknessLayer();
|
||
};
|
||
|
||
Tilemap.prototype._createDarknessLayer = function() {
|
||
this._darknessLayer = new DarknessLayer();
|
||
this._darknessLayer.z = 9;
|
||
this.addChild(this._darknessLayer);
|
||
};
|
||
|
||
const _Tilemap_updateTransform = Tilemap.prototype.updateTransform;
|
||
Tilemap.prototype.updateTransform = function() {
|
||
const ox = Math.ceil(this.origin.x);
|
||
const oy = Math.ceil(this.origin.y);
|
||
const startX = Math.floor((ox - this._margin) / this._tileWidth);
|
||
const startY = Math.floor((oy - this._margin) / this._tileHeight);
|
||
const mx = startX * this._tileWidth - ox;
|
||
const my = startY * this._tileHeight - oy;
|
||
this._moveDarkness(mx, my);
|
||
_Tilemap_updateTransform.apply(this, arguments);
|
||
if (this._darknessLayer.bitmap && this._darknessLayer.opacity > 0) {
|
||
this._addDarknessLayer(startX, startY);
|
||
}
|
||
};
|
||
|
||
Tilemap.prototype._moveDarkness = function(x, y) {
|
||
this._darknessLayer.x = x;
|
||
this._darknessLayer.y = y;
|
||
this._darknessLayer.opacity = $gameMap.darknessOpacity();
|
||
};
|
||
|
||
Tilemap.prototype._addDarknessLayer = function(startX, startY) {
|
||
const layer = this._darknessLayer;
|
||
layer.clear();
|
||
this._addDarkness();
|
||
const sx = startX - this.origin.x / this._tileWidth;
|
||
const sy = startY - this.origin.y / this._tileHeight;
|
||
for (const light of $gameMap.allMapLights()) {
|
||
layer._addMapLidht(light, sx, sy);
|
||
}
|
||
};
|
||
|
||
Tilemap.prototype.createDarknessBitmap = function() {
|
||
const size = param_DarknessSize;
|
||
const widthWithMatgin = this.width + this._margin * 2;
|
||
const heightWithMatgin = this.height + this._margin * 2;
|
||
const tileCols = Math.ceil(widthWithMatgin / this._tileWidth) + 1;
|
||
const tileRows = Math.ceil(heightWithMatgin / this._tileHeight) + 1;
|
||
const bitmap = new Bitmap(tileCols * size, tileRows * size);
|
||
bitmap.smooth = true;
|
||
this._darknessLayer.bitmap = bitmap;
|
||
this._darknessLayer.scale.x = this._tileWidth / size;
|
||
this._darknessLayer.scale.y = this._tileHeight / size;
|
||
};
|
||
|
||
Tilemap.prototype._addDarkness = function() {
|
||
this._darknessLayer.fillAll('black');
|
||
};
|
||
|
||
//-------------------------------------------------------------------------
|
||
// ShaderTilemap
|
||
|
||
if (Utils.RPGMAKER_NAME === 'MV') {
|
||
|
||
const _ShaderTilemap_updateTransform = ShaderTilemap.prototype.updateTransform;
|
||
ShaderTilemap.prototype.updateTransform = function() {
|
||
const ox = this.roundPixels ? Math.floor(this.origin.x) : this.origin.x;
|
||
const oy = this.roundPixels ? Math.floor(this.origin.y) : this.origin.y;
|
||
const startX = Math.floor((ox - this._margin) / this._tileWidth);
|
||
const startY = Math.floor((oy - this._margin) / this._tileHeight);
|
||
this._moveDarkness(startX * this._tileWidth - ox, startY * this._tileHeight - oy);
|
||
_ShaderTilemap_updateTransform.apply(this, arguments);
|
||
if (this._darknessLayer.opacity > 0) {
|
||
this._addDarknessLayer(startX, startY);
|
||
}
|
||
};
|
||
|
||
const _ShaderTilemap__createLayers = ShaderTilemap.prototype._createLayers;
|
||
ShaderTilemap.prototype._createLayers = function() {
|
||
_ShaderTilemap__createLayers.apply(this, arguments);
|
||
this._createDarknessLayer();
|
||
};
|
||
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// DarknessLayer
|
||
|
||
function DarknessLayer() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
if (_importedPlugin('MPP_MapLight_Op2')) {
|
||
window.DarknessLayer = DarknessLayer;
|
||
}
|
||
|
||
DarknessLayer.prototype = Object.create(Sprite.prototype);
|
||
DarknessLayer.prototype.constructor = DarknessLayer;
|
||
|
||
DarknessLayer.prototype.initialize = function() {
|
||
Sprite.prototype.initialize.call(this);
|
||
this._frontBitmaps = {};
|
||
this.blendMode = 2;
|
||
};
|
||
|
||
DarknessLayer.prototype.destroy = function() {
|
||
for (const bitmap of Object.values(this._frontBitmaps)) {
|
||
bitmap.destroy();
|
||
}
|
||
if (this.bitmap) {
|
||
this.bitmap.destroy();
|
||
}
|
||
Sprite.prototype.destroy.call(this);
|
||
};
|
||
|
||
DarknessLayer.prototype.clear = function() {
|
||
this.bitmap.clear();
|
||
};
|
||
|
||
DarknessLayer.prototype.fillAll = function(color) {
|
||
this.bitmap.fillAll(color);
|
||
};
|
||
|
||
DarknessLayer.prototype._addMapLidht = function(mapLight, sx, sy) {
|
||
if (mapLight.isValid()) {
|
||
const dx = mapLight.scrolledX() - sx + 0.5;
|
||
const dy = mapLight.scrolledY() - sy + 0.4;
|
||
const alpha = mapLight.opacity / 255;
|
||
const rgb = mapLight.rgb();
|
||
if (mapLight.isFront()) {
|
||
this._addFrontLidht(dx, dy, rgb, mapLight.angle, alpha);
|
||
} else {
|
||
this._addNormalMapLidht(dx, dy, rgb, mapLight.radius, alpha);
|
||
}
|
||
}
|
||
};
|
||
|
||
DarknessLayer.prototype._addFrontLidht = function(x, y, rgb, angle, alpha) {
|
||
const frontBitmap = this._createFrontBitmap(rgb);
|
||
const size = param_DarknessSize;
|
||
const bitmap = this.bitmap;
|
||
const context = bitmap.context;
|
||
const { width:sw, height:sh } = frontBitmap;
|
||
const dx = -sw / 2 * size / 4;
|
||
const dy = -param_FrontLight.Oy * size / 4;
|
||
const dw = sw * size / 4;
|
||
const dh = sh * size / 4;
|
||
|
||
// MVで size = 4, angle = 0 の場合、他の値の小数点以下が無視されるため、その対処
|
||
if (size === 4 && Utils.RPGMAKER_NAME === 'MV') angle = angle || 0.1;
|
||
|
||
context.save();
|
||
context.translate(x * size, y * size);
|
||
context.rotate(angle * Math.PI / 180);
|
||
context.globalAlpha = alpha;
|
||
bitmap.blt(frontBitmap, 0, 0, sw, sh, dx, dy, dw, dh);
|
||
context.restore();
|
||
};
|
||
|
||
DarknessLayer.prototype._createFrontBitmap = function(rgb) {
|
||
const dict = this._frontBitmaps;
|
||
if (!dict[rgb]) {
|
||
const { Radius: radius = 6, Angle: angle = 90 } = param_FrontLight;
|
||
const r = radius * 4;
|
||
const bitmap = new Bitmap(r * 2 + 4, r + 4);
|
||
const context = bitmap.context;
|
||
context.save();
|
||
context.beginPath();
|
||
context.moveTo(r + 2, 2);
|
||
const startAngle = (90 - angle / 2) / 180 * Math.PI;
|
||
const endAngle = (90 + angle / 2) / 180 * Math.PI;
|
||
context.arc(r + 2, 2, r, startAngle, endAngle);
|
||
context.closePath();
|
||
const grad = context.createRadialGradient(r + 2, 2, 0, r + 2, 2, r);
|
||
grad.addColorStop(0, 'rgba(%1,1)'.format(rgb));
|
||
grad.addColorStop(1, 'rgba(%1,0)'.format(rgb));
|
||
context.fillStyle = grad;
|
||
context.fill();
|
||
context.restore();
|
||
bitmap.mppBlur(2);
|
||
dict[rgb] = bitmap;
|
||
}
|
||
return dict[rgb];
|
||
};
|
||
|
||
DarknessLayer.prototype._addNormalMapLidht = function(x, y, rgb, r, alpha) {
|
||
const size = param_DarknessSize;
|
||
const dx = x * size;
|
||
const dy = y * size;
|
||
const dr = r * size;
|
||
const bitmap = this.bitmap;
|
||
const context = bitmap.context;
|
||
const grad = context.createRadialGradient(dx, dy, 0, dx, dy, dr);
|
||
grad.addColorStop(0, 'rgba(%1,1)'.format(rgb));
|
||
grad.addColorStop(1, 'rgba(%1,0)'.format(rgb));
|
||
context.globalAlpha = alpha;
|
||
bitmap.drawCircle(dx, dy, dr, grad);
|
||
context.globalAlpha = 1;
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Game_MapLight
|
||
|
||
function Game_MapLight() {
|
||
this.initialize.apply(this, arguments);
|
||
}
|
||
|
||
window.Game_MapLight = Game_MapLight;
|
||
|
||
Object.defineProperties(Game_MapLight.prototype, {
|
||
colorIndex: {
|
||
get() { return this._colorIndex; },
|
||
configurable: true
|
||
},
|
||
radius: {
|
||
get() { return this._radius; },
|
||
configurable: true
|
||
},
|
||
opacity: {
|
||
get() { return this._opacity; },
|
||
configurable: true
|
||
},
|
||
angle: {
|
||
get() { return this._angle; },
|
||
configurable: true
|
||
}
|
||
});
|
||
|
||
Game_MapLight.prototype.initialize = function(id) {
|
||
this.id = id;
|
||
this._eventId = 0;
|
||
this._x = 0;
|
||
this._y = 0;
|
||
this._colorIndex = 0;
|
||
this._radius = 0;
|
||
this._targetRadius = 0;
|
||
this._isFront = false;
|
||
this._opacity = 0;
|
||
this._targetOpacity = 0;
|
||
this._amplitude = 0;
|
||
this._moveDuration = 0;
|
||
this._angle = 0;
|
||
this._subjectDirection = 0;
|
||
this._angleDuration = 0;
|
||
};
|
||
|
||
Game_MapLight.prototype.subject = function() {
|
||
if (this._eventId < 0) {
|
||
return $gamePlayer;
|
||
} else if (this._eventId > 0) {
|
||
return $gameMap.event(this._eventId);
|
||
}
|
||
return null;
|
||
};
|
||
|
||
Game_MapLight.prototype.rgb = function() {
|
||
return this._colorIndex > 0
|
||
? param_LightColors[this._colorIndex - 1]
|
||
: null;
|
||
};
|
||
|
||
Game_MapLight.prototype.isFront = function() {
|
||
return this._isFront;
|
||
};
|
||
|
||
Game_MapLight.prototype.isValid = function() {
|
||
return (
|
||
(this._radius > 0 || this._isFront) &&
|
||
this._opacity > 0 &&
|
||
this.rgb()
|
||
);
|
||
};
|
||
|
||
Game_MapLight.prototype.setCharLight = function(
|
||
eventId, radius, colorIndex, amplitude
|
||
) {
|
||
this._isFront = false;
|
||
this._eventId = eventId;
|
||
this._targetRadius = radius;
|
||
this._colorIndex = colorIndex;
|
||
this._targetOpacity = 255;
|
||
this._amplitude = amplitude;
|
||
this._moveDuration = 16;
|
||
this._subjectDirection = 0;
|
||
this._angleDuration = 0;
|
||
};
|
||
|
||
Game_MapLight.prototype.setPosLight = function(
|
||
x, y, radius, colorIndex, amplitude
|
||
) {
|
||
this._isFront = false;
|
||
this._x = x;
|
||
this._y = y;
|
||
this._targetRadius = radius;
|
||
this._colorIndex = colorIndex;
|
||
this._targetOpacity = 255;
|
||
this._amplitude = amplitude;
|
||
this._moveDuration = 16;
|
||
this._eventId = 0;
|
||
this._subjectDirection = 0;
|
||
this._angleDuration = 0;
|
||
};
|
||
|
||
Game_MapLight.prototype.setFrontLight = function(
|
||
eventId, colorIndex, amplitude
|
||
) {
|
||
this._isFront = true;
|
||
this._eventId = eventId;
|
||
this._colorIndex = colorIndex;
|
||
this._targetOpacity = 255;
|
||
this._amplitude = amplitude;
|
||
this._moveDuration = 16;
|
||
const subject = this.subject();
|
||
this._angle = this.directionAngle(subject);
|
||
this._subjectDirection = subject ? subject.direction() : 0;
|
||
this._angleDuration = 0;
|
||
this._radius = 0;
|
||
};
|
||
|
||
Game_MapLight.prototype.skip = function() {
|
||
this._radius = this._targetRadius;
|
||
this._opacity = this._targetOpacity;
|
||
this.setupAmplitude();
|
||
};
|
||
|
||
Game_MapLight.prototype.setupAmplitude = function() {
|
||
if (this._targetOpacity > 0 && this._amplitude > 0) {
|
||
this._targetOpacity = 255 - Math.randomInt(255 * this._amplitude / 100);
|
||
this._moveDuration = 8;
|
||
} else {
|
||
this._moveDuration = 0;
|
||
}
|
||
};
|
||
|
||
Game_MapLight.prototype.update = function() {
|
||
this.updateMove();
|
||
this.updateAngle();
|
||
};
|
||
|
||
Game_MapLight.prototype.updateMove = function() {
|
||
if (this._moveDuration > 0) {
|
||
const d = this._moveDuration;
|
||
this._radius = (this._radius * (d - 1) + this._targetRadius) / d;
|
||
this._opacity = (this._opacity * (d - 1) + this._targetOpacity) / d;
|
||
this._moveDuration--;
|
||
if (this._moveDuration === 0) this.setupAmplitude();
|
||
}
|
||
};
|
||
|
||
Game_MapLight.prototype.updateAngle = function() {
|
||
if (this._isFront) {
|
||
const subject = this.subject();
|
||
if (subject) {
|
||
if (this._subjectDirection !== subject.direction()) {
|
||
this._subjectDirection = subject.direction();
|
||
this.startAngle(subject);
|
||
}
|
||
if (this._angleDuration > 0) {
|
||
const d = this._angleDuration;
|
||
const target = this.targetAngle(subject);
|
||
const max = d * (d + 1) / 2;
|
||
this._angle += (target - this._angle) * d / max;
|
||
this._angle = (this._angle + 360) % 360;
|
||
this._angleDuration--;
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
Game_MapLight.prototype.startAngle = function(subject) {
|
||
this._angleDuration = param_FrontLight['Turn Duration'] || 0;
|
||
if (this._angleDuration === 0) {
|
||
this._angle = this.directionAngle(subject);
|
||
}
|
||
};
|
||
|
||
Game_MapLight.prototype.targetAngle = function(subject) {
|
||
let result = this.directionAngle(subject);
|
||
const sa = this._angle - result;
|
||
if (Math.abs(sa) > Math.abs(sa - 360)) result += 360;
|
||
if (Math.abs(sa) > Math.abs(sa + 360)) result -= 360;
|
||
return result;
|
||
};
|
||
|
||
Game_MapLight.prototype.directionAngle = function(subject) {
|
||
if (subject) {
|
||
switch (subject.direction()) {
|
||
case 2: return 0;
|
||
case 4: return 90;
|
||
case 6: return 270;
|
||
case 8: return 180;
|
||
}
|
||
}
|
||
return 0;
|
||
};
|
||
|
||
Game_MapLight.prototype.scrolledX = function() {
|
||
const subject = this.subject();
|
||
return subject ? subject.scrolledX() : $gameMap.adjustX(this._x);
|
||
};
|
||
|
||
Game_MapLight.prototype.scrolledY = function() {
|
||
const subject = this.subject();
|
||
return subject ? subject.scrolledY() : $gameMap.adjustY(this._y);
|
||
};
|
||
|
||
//-------------------------------------------------------------------------
|
||
// Game_Map
|
||
|
||
const _Game_Map_setup = Game_Map.prototype.setup;
|
||
Game_Map.prototype.setup = function(mapId) {
|
||
this._mapLights = {};
|
||
_Game_Map_setup.apply(this, arguments);
|
||
this._darkness = 0;
|
||
this._mapLightId = 0;
|
||
for (const [name, param] of Object.entries($dataMap.meta)) {
|
||
const match = /^PosLight\s+(\d+)\s*,\s*(\d+)\s*$/.exec(name);
|
||
if (match) {
|
||
const x = Number(match[1]);
|
||
const y = Number(match[2]);
|
||
const data = param.split(',').map(Number);
|
||
this.setPosLight(x, y, ...data);
|
||
} else if (name === 'Darkness') {
|
||
this._darkness = PluginManager.mppValue(param).clamp(0, 100);
|
||
}
|
||
}
|
||
for (const light of Object.values(this._mapLights)) {
|
||
light.skip();
|
||
}
|
||
};
|
||
|
||
Game_Map.prototype.darknessOpacity = function() {
|
||
return 255 * this._darkness / 100;
|
||
};
|
||
|
||
Game_Map.prototype.setDarkness = function(opacity) {
|
||
this._darkness = opacity.clamp(0, 100);
|
||
};
|
||
|
||
Game_Map.prototype.allMapLights = function() {
|
||
// 順番関係なし
|
||
return Object.values(this._mapLights);
|
||
// return Object.values(this._mapLights).sort((a, b) => {
|
||
// if (a.colorIndex !== b.colorIndex) {
|
||
// return b.colorIndex - a.colorIndex;
|
||
// } else {
|
||
// return a.id !== b.id;
|
||
// }
|
||
// });
|
||
};
|
||
|
||
Game_Map.prototype.getMapLight = function(key) {
|
||
const dict = this._mapLights;
|
||
if (!dict[key]) dict[key] = new Game_MapLight(this._mapLightId++);
|
||
return dict[key];
|
||
};
|
||
|
||
Game_Map.prototype.setCharLight = function(eventId, r = 0, c = 0, a = 0) {
|
||
const key = 'char%1'.format(eventId);
|
||
this.getMapLight(key).setCharLight(eventId, r, c, a);
|
||
};
|
||
|
||
Game_Map.prototype.setPosLight = function(x, y, r = 0, c = 0, a = 0) {
|
||
const key = 'pos%1,%2'.format(x, y);
|
||
this.getMapLight(key).setPosLight(x, y, r, c, a);
|
||
};
|
||
|
||
Game_Map.prototype.setFrontLight = function(eventId, c = 0, a = 0) {
|
||
const key = 'front%1'.format(eventId);
|
||
this.getMapLight(key).setFrontLight(eventId, c, a);
|
||
};
|
||
|
||
Game_Map.prototype.eraseCharLight = function(eventId) {
|
||
this.eraseLight('char%1'.format(eventId));
|
||
};
|
||
|
||
Game_Map.prototype.erasePosLight = function(x, y) {
|
||
this.eraseLight('pos%1,%2'.format(x, y));
|
||
};
|
||
|
||
Game_Map.prototype.eraseFrontLight = function(eventId) {
|
||
this.eraseLight('front%1'.format(eventId));
|
||
};
|
||
|
||
Game_Map.prototype.eraseLight = function(key) {
|
||
delete this._mapLights[key];
|
||
};
|
||
|
||
const _Game_Map_update = Game_Map.prototype.update;
|
||
Game_Map.prototype.update = function(sceneActive) {
|
||
_Game_Map_update.apply(this, arguments);
|
||
for (const light of Object.values(this._mapLights)) {
|
||
light.update();
|
||
}
|
||
};
|
||
|
||
//-------------------------------------------------------------------------
|
||
// Game_Event
|
||
|
||
const _Game_Event_clearPageSettings = Game_Event.prototype.clearPageSettings;
|
||
Game_Event.prototype.clearPageSettings = function() {
|
||
_Game_Event_clearPageSettings.apply(this, arguments);
|
||
$gameMap.eraseCharLight(this.eventId());
|
||
};
|
||
|
||
const _Game_Event_setupPageSettings = Game_Event.prototype.setupPageSettings;
|
||
Game_Event.prototype.setupPageSettings = function() {
|
||
_Game_Event_setupPageSettings.apply(this, arguments);
|
||
if (!this.setupMapLight()) {
|
||
$gameMap.eraseCharLight(this.eventId());
|
||
}
|
||
};
|
||
|
||
Game_Event.prototype.setupMapLight = function() {
|
||
for (const command of this.list()) {
|
||
switch (command.code) {
|
||
case 108:
|
||
case 408:
|
||
const comment = command.parameters[0];
|
||
if (
|
||
comment.startsWith('灯り') ||
|
||
comment.startsWith('CharLight')
|
||
) {
|
||
const [_, ...args] = comment.split(' ');
|
||
const eventId = this.eventId();
|
||
$gameMap.setCharLight(eventId, ...args.map(Number));
|
||
return true;
|
||
}
|
||
break;
|
||
default:
|
||
return false;
|
||
}
|
||
}
|
||
return false;
|
||
};
|
||
|
||
//-------------------------------------------------------------------------
|
||
// Game_Interpreter
|
||
|
||
const _mzCommands = {
|
||
SetCharLight: {
|
||
name:'setCharLight',
|
||
keys:['character', 'radius', 'colorIndex', 'amplitude']
|
||
},
|
||
SetPosLight: {
|
||
name:'setPosLight',
|
||
keys:['x', 'y', 'radius', 'colorIndex', 'amplitude']
|
||
},
|
||
SetFrontLight: {
|
||
name:'setFrontLight',
|
||
keys:['character', 'colorIndex', 'amplitude']
|
||
},
|
||
EraseCharLight: { name:'eraseCharLight', keys:['character'] },
|
||
ErasePosLight: { name:'erasePosLight', keys:['x', 'y'] },
|
||
EraseFrontLight: { name:'eraseFrontLight', keys:['character'] },
|
||
SetMapDarkness: { name:'setDarkness', keys:['darkness'] }
|
||
};
|
||
Object.assign(_mzCommands, {
|
||
'キャラ灯り設定': _mzCommands.SetCharLight,
|
||
'マップ灯り設定': _mzCommands.SetPosLight,
|
||
'前方灯り設定': _mzCommands.SetFrontLight,
|
||
'キャラ灯り消去': _mzCommands.EraseCharLight,
|
||
'マップ灯り消去': _mzCommands.ErasePosLight,
|
||
'前方灯り消去': _mzCommands.EraseFrontLight,
|
||
'マップ暗さ設定': _mzCommands.SetMapDarkness
|
||
});
|
||
|
||
const _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
|
||
Game_Interpreter.prototype.pluginCommand = function(command, args) {
|
||
_Game_Interpreter_pluginCommand.apply(this, arguments);
|
||
const mzCommand = _mzCommands[command];
|
||
if (mzCommand) {
|
||
const args2 = Object.assign(...mzCommand.keys.map((k,i) => ({[k]:args[i]})));
|
||
PluginManager.callCommand(this, pluginName, mzCommand.name, args2);
|
||
}
|
||
};
|
||
|
||
//-------------------------------------------------------------------------
|
||
// PluginManager
|
||
|
||
PluginManager._commands = PluginManager._commands || {};
|
||
|
||
if (!PluginManager.registerCommand) {
|
||
PluginManager.registerCommand = function(pluginName, commandName, func) {
|
||
const key = pluginName + ":" + commandName;
|
||
this._commands[key] = func;
|
||
};
|
||
}
|
||
|
||
if (!PluginManager.callCommand) {
|
||
PluginManager.callCommand = function(self, pluginName, commandName, args) {
|
||
const key = pluginName + ":" + commandName;
|
||
const func = this._commands[key];
|
||
if (typeof func === "function") {
|
||
func.bind(self)(args);
|
||
}
|
||
};
|
||
}
|
||
|
||
PluginManager.registerCommand(pluginName, 'setCharLight', function(args) {
|
||
const eventId = PluginManager.mppValue(args.character) || this.eventId();
|
||
const r = PluginManager.mppValue(args.radius);
|
||
const c = PluginManager.mppValue(args.colorIndex);
|
||
const a = PluginManager.mppValue(args.amplitude || '0');
|
||
$gameMap.setCharLight(eventId, r, c, a);
|
||
});
|
||
|
||
PluginManager.registerCommand(pluginName, 'setPosLight', args => {
|
||
const x = PluginManager.mppValue(args.x);
|
||
const y = PluginManager.mppValue(args.y);
|
||
const r = PluginManager.mppValue(args.radius);
|
||
const c = PluginManager.mppValue(args.colorIndex);
|
||
const a = PluginManager.mppValue(args.amplitude || '0');
|
||
$gameMap.setPosLight(x, y, r, c, a);
|
||
});
|
||
|
||
PluginManager.registerCommand(pluginName, 'setFrontLight', function(args) {
|
||
const eventId = PluginManager.mppValue(args.character) || this.eventId();
|
||
const c = PluginManager.mppValue(args.colorIndex);
|
||
const a = PluginManager.mppValue(args.amplitude || '0');
|
||
$gameMap.setFrontLight(eventId, c, a);
|
||
});
|
||
|
||
PluginManager.registerCommand(pluginName, 'eraseCharLight', function(args) {
|
||
const eventId = PluginManager.mppValue(args.character) || this.eventId();
|
||
$gameMap.eraseCharLight(eventId);
|
||
});
|
||
|
||
PluginManager.registerCommand(pluginName, 'erasePosLight', args => {
|
||
const x = PluginManager.mppValue(args.x);
|
||
const y = PluginManager.mppValue(args.y);
|
||
$gameMap.erasePosLight(x, y);
|
||
});
|
||
|
||
PluginManager.registerCommand(pluginName, 'eraseFrontLight', function(args) {
|
||
const eventId = PluginManager.mppValue(args.character) || this.eventId();
|
||
$gameMap.eraseFrontLight(eventId);
|
||
});
|
||
|
||
PluginManager.registerCommand(pluginName, 'setDarkness', args => {
|
||
const darkness = PluginManager.mppValue(args.darkness);
|
||
$gameMap.setDarkness(darkness);
|
||
});
|
||
|
||
PluginManager.mppValue = function(value) {
|
||
const match = /^V\[(\d+)\]$/i.exec(value);
|
||
return match ? $gameVariables.value(+match[1]) : +value;
|
||
};
|
||
|
||
//-------------------------------------------------------------------------
|
||
// Spriteset_Map
|
||
|
||
const _Spriteset_Map_createTilemap = Spriteset_Map.prototype.createTilemap;
|
||
Spriteset_Map.prototype.createTilemap = function() {
|
||
_Spriteset_Map_createTilemap.apply(this, arguments);
|
||
this._tilemap.createDarknessBitmap();
|
||
};
|
||
|
||
})();
|