//=============================================================================
// Terrax Plugins - Lighting system
// TerraxLighting.js
// Version: 1.4.2
//=============================================================================
//
// This script overwrites the following core scripts.
//
// Spriteset_Map.prototype.createLowerLayer
// Game_CharacterBase.prototype.setDirection
// Game_CharacterBase.prototype.updateMove

//=============================================================================
 /*:
 * @plugindesc v1.4.2 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 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.
 *
 * 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 daynight plugins
 
	var Terrax_tint_speed = 60;
	var Terrax_tint_target = '#000000';
	

(function() {

	var ABS_skill_x = [];
	var ABS_skill_y = [];
	var ABS_skill = [];

	var ABS_blast_x = [];
	var ABS_blast_y = [];
	var ABS_blast = [];
	var ABS_blast_duration = [];
	var ABS_blast_fade = [];
	var ABS_blast_grow = [];
	var ABS_blast_mapid = [];

	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 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 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 darkcount = 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 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);

			}

			// ************* 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;
								$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 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;
						}
					}
					if (idfound == false) {
						lightarray_id.push(lightid);
						lightarray_state.push(true);
					}

					$gameVariables.SetLightArrayId(lightarray_id);
					$gameVariables.SetLightArrayState(lightarray_state);
				}

				// *********************** TURN SPECIFIC LIGHT OFF *********************
				if (args[0] === 'off') {

					var lightarray_id = $gameVariables.GetLightArrayId();
					var lightarray_state = $gameVariables.GetLightArrayState();

					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);
					}
					$gameVariables.SetLightArrayId(lightarray_id);
					$gameVariables.SetLightArrayState(lightarray_state);

				}

				// **************************** 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 = [];
					$gameVariables.SetLightArrayId(lightarray_id);
					$gameVariables.SetLightArrayState(lightarray_state);
				}
			}

			// *********************** 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);
			}

			// *********************** 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 = $gameVariables.value(Number(ctime.substring(1)));
					}
					def = def + "," + command + "," + ctime;
				}
				ABS_blast_x.push(String(x1));
				ABS_blast_y.push(String(y1));
				ABS_blast.push(def);
				ABS_blast_duration.push(-1);
				ABS_blast_fade.push(-1);
				ABS_blast_grow.push(-1);
				ABS_blast_mapid.push($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 = $gameVariables.value(Number(ctime.substring(1)));
					}
					def = def + "," + command + "," + ctime;
				}
				ABS_blast_x.push(x1);
				ABS_blast_y.push(y1);
				ABS_blast.push(def);
				ABS_blast_duration.push(-1);
				ABS_blast_fade.push(-1);
				ABS_blast_grow.push(-1);
				ABS_blast_mapid.push($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);

	Lightmask.prototype.constructor = Lightmask;
	
	Lightmask.prototype.initialize = function() {

		// 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

	};
	
	/**
	 * @method _updateAllSprites
	 * @private
	 */
	Lightmask.prototype._updateMask = function() {

		// ****** DETECT MAP CHANGES ********
		var map_id = $gameMap.mapId();
		if (map_id != oldmap) {
			oldmap = map_id;

			if (reset_each_map == 'Yes' || reset_each_map == 'yes') {
				// reset switches to false

				var lightarray_id = $gameVariables.GetLightArrayId();
				var lightarray_state = $gameVariables.GetLightArrayState();

				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 = [];
				$gameVariables.SetLightArrayId(lightarray_id);
				$gameVariables.SetLightArrayState(lightarray_state);
			}
		}


		// 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);
							}
						}
					}

					// 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 < $gameMap.events().length; i++) {
							if ($gameMap.events()[i]) {
								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 == "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, 'black');


						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;

						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, 'black', 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, 'black', playerflicker, playerbrightness);
							} else {
								this._maskBitmap.radialgradientFillRect(x1, y1, 20, iplayer_radius, playercolor, 'black', 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;
									}
									Graphics.Debug('Debug Daynight system', daynightcycle + ' ' + daynightminutes + ' ' + daynightseconds2);
								}
								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 < ABS_skill_x.length; i++) {
							var settings = 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 = ABS_skill_x[i];
									var py = ABS_skill_y[i];
									var x1 = px - (dx * pw);
									var y1 = py - (dy * ph);

									this._maskBitmap.radialgradientFillRect(x1, y1, 0, lightset[0], lightset[1], 'black', false);
								}
							}
						}

						// clear arrays after draw
						ABS_skill_x = [];
						ABS_skill_y = [];
						ABS_skill = [];

						// BLASTS (effect with duration)

						for (var i = 0; i < ABS_blast_x.length; i++) {
							var settings = 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 && ABS_blast_duration[i] == -1) {
										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 (ABS_blast_fade[i] == -1) {
												ABS_blast_fade[i] = 0;
											}
											if (ABS_blast_fade[i] < fadelength) {
												ABS_blast_fade[i] = ABS_blast_fade[i] + 1;

												var startcolor = "#000000";
												var targetcolor = lightset[1];
												var fadecount = 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 (ABS_blast_fade[i] == fadelength) {
													ABS_blast_fade[i] = 100000;  // for fadeinout
												}
											}
										}

										if (lightset[3] == 'FADEOUT') {

											var fadelength = Number(lightset[4]);   // number of frames to fade out
											if (ABS_blast_fade[i] == -1 && ABS_blast_duration[i] < fadelength) {
												// start fading when blastduration equals fadelength
												ABS_blast_fade[i] = 0;
											}
											if (ABS_blast_fade[i] < fadelength && ABS_blast_fade[i] >= 0) {
												ABS_blast_fade[i] = ABS_blast_fade[i] + 1;
												//Graphics.Debug('FADEOUT',ABS_blast_fade[i]);
												var startcolor = lightset[1];
												var targetcolor = "#000000";
												var fadecount = 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 (ABS_blast_fade[i] == 100000 && ABS_blast_duration[i] < fadelength) {
												// start fading when blastduration equals fadelength
												ABS_blast_fade[i] = 100001;
											}
											if (ABS_blast_fade[i] - 100000 < fadelength && ABS_blast_fade[i] > 100000) {
												ABS_blast_fade[i] = ABS_blast_fade[i] + 1;
												//Graphics.Debug('FADEOUT',ABS_blast_fade[i]);
												var startcolor = lightset[1];
												var targetcolor = "#000000";
												var fadecount = 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 (ABS_blast_grow[i] == -1) {
												ABS_blast_grow[i] = 0;
											}
											if (ABS_blast_grow[i] < growlength) {

												if (lightset[3] == 'BIO') {
													ABS_blast_grow[i] = ABS_blast_grow[i] + 0.5;
												} else {
													ABS_blast_grow[i] = ABS_blast_grow[i] + 1;
												}

												var startradius = 0;
												var targetradius = lightset[0];
												var radiuscount = ABS_blast_grow[i];

												var step = (targetradius - startradius) / (growlength);

												fradius = Math.floor(step * radiuscount);

											}
											if (ABS_blast_grow[i] == growlength) {
												ABS_blast_grow[i] = 100000;
											}
										}

										if (lightset[3] == 'SHRINK') {

											var shrinklength = Number(lightset[4]);   // number of frames to shrink

											if (ABS_blast_grow[i] == -1 && ABS_blast_duration[i] < shrinklength) {
												ABS_blast_grow[i] = 0;
											}
											if (ABS_blast_grow[i] < shrinklength && ABS_blast_grow[i] >= 0) {
												ABS_blast_grow[i] = ABS_blast_grow[i] + 1;

												var startradius = lightset[0];
												var targetradius = 0;
												var radiuscount = 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',ABS_blast_grow[i]);

											if (ABS_blast_grow[i] == 100000 && ABS_blast_duration[i] < shrinklength) {
												ABS_blast_grow[i] = 100001;
											}
											if (ABS_blast_grow[i] - 100000 < shrinklength && ABS_blast_grow[i] > 100000) {
												ABS_blast_grow[i] = ABS_blast_grow[i] + 1;

												var startradius = lightset[0];
												var targetradius = 0;
												var radiuscount = ABS_blast_grow[i] - 100000;

												var step = (startradius - targetradius ) / (shrinklength);
												fradius = Number(lightset[0]) - Math.floor(step * radiuscount);

											}
										}

									}


									if (ABS_blast_duration[i] > 0) {
										ABS_blast_duration[i]--;
										//Graphics.Debug('Test',i+" "+lightset[0]+" "+lightset[1]+" "+ABS_blast_duration[i]);
										if (ABS_blast_mapid[i] == $gameMap.mapId()) {
											var px = ABS_blast_x[i];
											var py = 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, 'black', false);
										}
									} else {
										ABS_blast[i] = "DELETE";
									}
								}
							}
						}

						// remove all expired items (not done in previous loop because it cases flickering)
						for (var i = 0; i < ABS_blast_x.length; i++) {
							var settings = ABS_blast[i];
							if (settings) {
								if (settings != 'undefined') {
									var setstring = settings.toString();
									if (setstring == "DELETE") {
										ABS_blast_x.splice(i, 1);
										ABS_blast_y.splice(i, 1);
										ABS_blast.splice(i, 1);
										ABS_blast_duration.splice(i, 1);
										ABS_blast_mapid.splice(i, 1);
										ABS_blast_fade.splice(i, 1);
										ABS_blast_grow.splice(i, 1);
									}
								}
							}
						}


						// ********** OTHER LIGHTSOURCES **************


						var daynightset = false;
						for (var i = 0; i < $gameMap.events().length; i++) {
							if ($gameMap.events()[i]) {
								var note = $gameMap.events()[i].event().note;
								var evid = $gameMap.events()[i]._eventId;
								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();
										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();

											for (var j = 0; j < lightarray_id.length; j++) {
												if (lightarray_id[j] == lightid) {
													// idfound = true;
													state = lightarray_state[j];
													var mapid = $gameMap.mapId();
													var eventid = $gameMap.events()[i]._eventId;

													//Graphics.printError('test',mapid+' '+eventid);
													key = [mapid, eventid, '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 = [$gameMap.mapId(), $gameMap.events()[i]._eventId, killswitch];
											if ($gameSelfSwitches.value(key) == true) {
												state = false;
												//Graphics.Debug('Deathswitch',killswitch);
											}
										}

										// show light
										if (state == true) {

											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 = $gameMap.events()[i]._walkAnime;
												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, 'black', ldir, flashlength, flashwidth);
											} else {
												this._maskBitmap.radialgradientFillRect(lx1, ly1, 0, light_radius, colorvalue, 'black', objectflicker, brightness, direction);
											}
										}
									}
								}


								// *********************************** DAY NIGHT CYCLE FILTER **************************
								if (daynightset == false) {
									var mapnote = $dataMap.note.toLowerCase()
									var searchnote = mapnote.search("daynight")
									if (searchnote >= 0 || note_command == "daynight") {
										daynightset = true;
										//$gameVariables.setDayNightColorArray(daynightcolors);
									}
								}
							}
						}

						// *************************** 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;
							}
						}

						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 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, 'black', false, brightness); // Light
												} else if (tile_type == 5 || tile_type == 6) {
													this._maskBitmap.radialgradientFillRect(x1, y1, 0, tile_radius, tile_color, 'black', 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, 'black', false, brightness);
												}
											}
										}
									}
								}

							}
							// *************************** 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) {
											//ctx.globalCompositeOperation = 'darker';

											ctx.globalCompositeOperation = "multiply";

											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';
					}
				}
			}
		}
	};

	/**
	 * @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) {
		x1=x1+20;

		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 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.SetTileArray = function(value) {
		this._Terrax_Lighting_TileArray = value;
	};
	Game_Variables.prototype.GetTileArray = function() {
		var default_TA = [];
		return this._Terrax_Lighting_TileArray || default_TA;
	};

	// dummy for compatiblity with push.
	function SaveLightingVariables() {
	};

	//****
	// 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();
	
	};

	// OVERWRITTEN FROM QUASI ABS TO ADD LIGHTSOURCES TO MISSLES AND END ANIMATIONS
	// Skill_Sequencer
	//
	// Handles the skill sequence for Quasi ABS
	function Skill_Sequencer() {
		this.initialize.apply(this, arguments);
	}

	Skill_Sequencer.prototype.update = function() {
		if (this._skill.break) {
			var i = this._character._skillLocked.indexOf(this._skill);
			if (i >= 0) {
				this._character._skillLocked.splice(i, 1);
			}
			this._character._casting = false;
			QuasiABS.Manager.removePicture(this._skill.picture);
			QuasiABS.Manager.removePicture(this._skill.trail);
			QuasiABS.Manager.removePicture(this._skill.pictureCollider);
			i = this._character._activeSkills.indexOf(this._skill);
			this._character._activeSkills.splice(i, 1);
			return;
		}
		if (this._skill.moving) {

			// ADDED
			ABS_skill_x.push(this._skill.collider.center.x);
			ABS_skill_y.push(this._skill.collider.center.y);
			ABS_skill.push(this._skill.settings.tx_missle);

			this.updateSkillPosition();
		}
		if (this._waitCount > 0) {
			this._waitCount--;
			return;
		}
		if (this._waitForUserMove || this._waitForUserJump || this._waitForPose) {
			if (!this._character.isMoving())   this._waitForUserMove = false;
			if (!this._character.isJumping())  this._waitForUserJump = false;
			if (!this._character._posePlaying) this._waitForPose = false;
		}
		if (this._waitForMove || this._waitForUserMove ||
			this._waitForUserJump || this._waitForPose) {
			return;
		}
		var sequence = this._skill.sequence.shift();
		if (sequence) {
			var action = sequence.split(' ');

			// TX ADDED Trigger
			if (action[0].toLowerCase() == "trigger") {
				ABS_blast_x.push(this._skill.collider.center.x);
				ABS_blast_y.push(this._skill.collider.center.y);
				ABS_blast.push(this._skill.settings.tx_blast);
				ABS_blast_duration.push(-1);
				ABS_blast_fade.push(-1);
				ABS_blast_grow.push(-1);
				ABS_blast_mapid.push($gameMap.mapId());
			}

			this.startAction(action);
		}
		if (this._skill.sequence.length === 0) {
			if (!this._skill.moving) {
				var i = this._character._activeSkills.indexOf(this._skill);
				QuasiABS.Manager.removePicture(this._skill.picture);
				QuasiABS.Manager.removePicture(this._skill.trail);
				QuasiABS.Manager.removePicture(this._skill.pictureCollider);
				this._character._activeSkills.splice(i, 1);

				// TX ADDED On hit
				ABS_blast_x.push(this._skill.collider.center.x);
				ABS_blast_y.push(this._skill.collider.center.y);
				ABS_blast.push(this._skill.settings.tx_onhit);
				ABS_blast_duration.push(-1);
				ABS_blast_fade.push(-1);
				ABS_blast_grow.push(-1);
				ABS_blast_mapid.push($gameMap.mapId());

			}
		}
	};

	// 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('Lighting effects', 'TxLighting');
		}
	};

	ConfigManager.readFlag2 = function(config, name) {
		var value = config[name];
		if (value !== undefined) {
			return !!config[name];
		} else {
			return true;
		}
	};


})();

	
	