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- Events.onSpritesetCreate += proc { |_sender,e|
- spriteset = e[0] # Spriteset being created
- viewport = e[1] # Viewport used for tilemap and characters
- map = spriteset.map # Map associated with the spriteset (not necessarily the current map)
- for i in map.events.keys
- if map.events[i].name[/^outdoorlight\((\w+)\)$/i] && map.events[i].instance_variable_get(:@page)
- filename = $~[1].to_s
- spriteset.addUserSprite(LightEffect_DayNight.new(map.events[i],viewport,map,filename))
- elsif map.events[i].name[/^outdoorlight$/i] && map.events[i].instance_variable_get(:@page)
- spriteset.addUserSprite(LightEffect_DayNight.new(map.events[i],viewport,map))
- elsif map.events[i].name[/^light\((\w+)\)$/i] && map.events[i].instance_variable_get(:@page)
- filename = $~[1].to_s
- spriteset.addUserSprite(LightEffect_Basic.new(map.events[i],viewport,map,filename))
- elsif map.events[i].name[/^light$/i] && map.events[i].instance_variable_get(:@page)
- spriteset.addUserSprite(LightEffect_Basic.new(map.events[i],viewport,map))
- end
- end
- spriteset.addUserSprite(Particle_Engine.new(viewport,map))
- }
- #For the shadows, run this code after turning the light on/off
- $game_map.update
- $scene.disposeSpritesets
- RPG::Cache.clear
- $scene.createSpritesets
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