//============================================================================= // MPP_MapLight_Op2.js //============================================================================= // Copyright (c) 2021 - 2022 Mokusei Penguin // Released under the MIT license // http://opensource.org/licenses/mit-license.php //============================================================================= /*: * @target MV MZ * @plugindesc The brightness of the tile changes depending on the region. * @author Mokusei Penguin * @url * * @base MPP_MapLight * @orderAfter MPP_MapLight * * @help [version 1.1.1] * This plugin is for RPG Maker MV and MZ. * * ▼ Plugin parameter details * 〇 About light level * - You can set the brightness of the tile with the region ID. * - The higher the level, the brighter it becomes. * * 〇 Region ID array specification * - When setting numbers in an array, you can specify numbers from n to m * by writing n-m. * Example: 1-4,8,10-12 * * ================================ * Mail : wood_penguin@yahoo.co.jp (@ is half-width) * Blog : http://woodpenguin.blog.fc2.com/ * License : MIT license * * @param Light Level 1 Regions * @desc * @default 1,9,17,25,33,41,49,57 * * @param Light Level 2 Regions * @desc * @default 2,10,18,26,34,42,50,58 * * @param Light Level 3 Regions * @desc * @default 3,11,19,27,35,43,51,59 * * @param Light Level 4 Regions * @desc * @default 4,12,20,28,36,44,52,60 * * @param Light Level 5 Regions * @desc * @default 5,13,21,29,37,45,53,61 * * @param Light Level 6 Regions * @desc * @default 6,14,22,30,38,46,54,62 * * @param Light Level 7 Regions * @desc * @default 7,15,23,31,39,47,55,63 * */ /*:ja * @target MV MZ * @plugindesc リージョンでそのタイルの明るさが変わります。 * @author 木星ペンギン * @url * * @base MPP_MapLight * @orderAfter MPP_MapLight * * @help [version 1.1.1] * このプラグインはRPGツクールMVおよびMZ用です。 * * ▼ プラグインパラメータ 詳細 * 〇 明るさレベルについて * - リージョンIDでそのタイルの明るさを設定できます。 * - レベルが高いほど明るくなります。 * * 〇 リージョンIDの配列指定 * - 数値を配列で設定する際、n-m と表記することでnからmまでの数値を指定できます。 * 例 : 1-4,8,10-12 * * ================================ * Mail : wood_penguin@yahoo.co.jp (@は半角) * Blog : http://woodpenguin.blog.fc2.com/ * License : MIT license * * @param Light Level 1 Regions * @text 明るさレベル1リージョン * @desc * @default 1,9,17,25,33,41,49,57 * * @param Light Level 2 Regions * @text 明るさレベル2リージョン * @desc * @default 2,10,18,26,34,42,50,58 * * @param Light Level 3 Regions * @text 明るさレベル3リージョン * @desc * @default 3,11,19,27,35,43,51,59 * * @param Light Level 4 Regions * @text 明るさレベル4リージョン * @desc * @default 4,12,20,28,36,44,52,60 * * @param Light Level 5 Regions * @text 明るさレベル5リージョン * @desc * @default 5,13,21,29,37,45,53,61 * * @param Light Level 6 Regions * @text 明るさレベル6リージョン * @desc * @default 6,14,22,30,38,46,54,62 * * @param Light Level 7 Regions * @text 明るさレベル7リージョン * @desc * @default 7,15,23,31,39,47,55,63 * */ (() => { "use strict"; const pluginName = "MPP_MapLight_Op2"; // Plugin Parameters const parameters = PluginManager.parameters(pluginName); const convertToArray = (param) => { return param.split(",").reduce((r, item) => { if (item) { const match = /(\d+)-(\d+)/.exec(item); if (match) { const start = +match[1]; const end = +match[2]; for (let i = start; i <= end; i++) { r.push(i); } } else { r.push(+item); } } return r; }, []); }; const param_LightRegions = []; for (let i = 1; i < 8; i++) { const param = parameters[`Light Level ${i} Regions`]; param_LightRegions[i] = convertToArray(param); } //------------------------------------------------------------------------- // Tilemap if (Utils.RPGMAKER_NAME === "MV") { const _Tilemap__paintAllTiles = Tilemap.prototype._paintAllTiles; Tilemap.prototype._paintAllTiles = function (startX, startY) { this._darknessLayer.clearBase(); _Tilemap__paintAllTiles.apply(this, arguments); }; const _Tilemap__paintTiles = Tilemap.prototype._paintTiles; Tilemap.prototype._paintTiles = function (startX, startY, x, y) { _Tilemap__paintTiles.apply(this, arguments); this._paintDarknessBitmap(startX, startY, x, y); }; } else { const _Tilemap__addAllSpots = Tilemap.prototype._addAllSpots; Tilemap.prototype._addAllSpots = function (startX, startY) { this._darknessLayer.clearBase(); _Tilemap__addAllSpots.apply(this, arguments); }; const _Tilemap__addSpot = Tilemap.prototype._addSpot; Tilemap.prototype._addSpot = function (startX, startY, x, y) { _Tilemap__addSpot.apply(this, arguments); this._paintDarknessBitmap(startX, startY, x, y); }; } Tilemap.prototype._paintDarknessBitmap = function (startX, startY, x, y) { const level = this._getDarknessLevel(startX + x, startY + y); this._darknessLayer._paintBaseBitmap(x, y, level); }; Tilemap.prototype._getDarknessLevel = function (x, y) { const regionId = this._readMapData(x, y, 5); return Math.max( param_LightRegions.findIndex((regions) => { return regions && regions.includes(regionId); }), 0 ); }; Tilemap.prototype._paintDarkness = function () { this._darknessLayer.bltBase(); }; const _Tilemap_createDarknessBitmap = Tilemap.prototype.createDarknessBitmap; Tilemap.prototype.createDarknessBitmap = function () { _Tilemap_createDarknessBitmap.call(this); const widthWithMargin = this.width + this._margin * 2; const heightWithMargin = this.height + this._margin * 2; const tileCols = Math.ceil(widthWithMargin / this.tileWidth) + 1; const tileRows = Math.ceil(heightWithMargin / this.tileHeight) + 1; this._darknessLayer.createBaseBitmap(tileCols, tileRows); }; //------------------------------------------------------------------------- // ShaderTilemap if (Utils.RPGMAKER_NAME === "MV") { const _ShaderTilemap__paintAllTiles = ShaderTilemap.prototype._paintAllTiles; ShaderTilemap.prototype._paintAllTiles = function (startX, startY) { this._darknessLayer.clearBase(); _ShaderTilemap__paintAllTiles.apply(this, arguments); }; const _ShaderTilemap__paintTiles = ShaderTilemap.prototype._paintTiles; ShaderTilemap.prototype._paintTiles = function (startX, startY, x, y) { _ShaderTilemap__paintTiles.apply(this, arguments); this._paintDarknessBitmap(startX, startY, x, y); }; } //------------------------------------------------------------------------- // DarknessLayer const _DarknessLayer_destroy = DarknessLayer.prototype.destroy; DarknessLayer.prototype.destroy = function () { if (this._baseBitmap) { this._baseBitmap.destroy(); } _DarknessLayer_destroy.call(this); }; DarknessLayer.prototype.createBaseBitmap = function (width, height) { this._baseBitmap = new Bitmap(width, height); }; DarknessLayer.prototype.clearBase = function () { if (this._baseBitmap) { this._baseBitmap.clear(); } }; DarknessLayer.prototype.bltBase = function () { const bitmap = this.bitmap; const { width: sw, height: sh } = this._baseBitmap; const { width: dw, height: dh } = bitmap; bitmap.clear(); bitmap.blt(this._baseBitmap, 0, 0, sw, sh, 0, 0, dw, dh); }; DarknessLayer.prototype._paintBaseBitmap = function (x, y, level) { const baseBitmap = this._baseBitmap; baseBitmap.paintOpacity = (255 * (7 - level)) / 7; baseBitmap.fillRect(x, y, 1, 1, "black"); }; })();