#--------------------------------------------------------------------------
#Modifications
#--------------------------------------------------------------------------
#Changed Line 88 in Game_Event
#from
# if near_the_screen? && @stop_count > stop_count_threshold
#to
# if @stop_count > stop_count_threshold
#--------------------------------------------------------------------------
# REGION MANIPULATION
#--------------------------------------------------------------------------
class Game_Map
def setTileRegion(reg_x,reg_y,reg_id)
if reg_id > 63 || reg_id < 0
reg_id = 0
end
@thirdvalue = "%14b" % self.data[reg_x, reg_y, 3]
# binary split of the two elements
@bLEFT = @thirdvalue[0,6] # REGION ID IN BINARY
@bRIGHT = @thirdvalue[6,8] # SHADOW ID IN BINARY
@bLEFT = "%6b" % reg_id
@newvalue = @bLEFT.to_s + @bRIGHT.to_s
@newvalue = @newvalue.to_i(2)
self.data[reg_x, reg_y, 3] = @newvalue
end
def getTileRegion(reg_x,reg_y)
# gets a 14 bit long binary string from the map data array
@thirdvalue = "%14b" % self.data[reg_x, reg_y, 3]
# binary split of the two elements
@bLEFT = @thirdvalue[0,6] # REGION ID IN BINARY
@bRIGHT = @thirdvalue[6,8] # SHADOW ID IN BINARY
# converts the binary string back to an integer and returns
return(@bLEFT.to_i(2))
end
def getTileShadowID(reg_x,reg_y)
# gets a 14 bit long binary string from the map data array
@thirdvalue = "%14b" % self.data[reg_x, reg_y, 3]
# returns binary split of the two elements
@bLEFT = @thirdvalue[0,6] # REGION ID IN BINARY
@bRIGHT = @thirdvalue[6,8] # SHADOW ID IN BINARY
# converts the binary string back to an integer and returns
return(@bRIGHT.to_i(2))
end
#--------------------------------------------------------------------------
# MAP MANIPULATION
#--------------------------------------------------------------------------
def getTileIDByLayer(x,y,layer)
return(self.data[x,y,layer])
end
def setTileIDByLayer(x,y,layer,tile_ID)
self.data[x,y,layer] = tile_ID
end
end
#--------------------------------------------------------------------------
# Save Tile Manipulation
#--------------------------------------------------------------------------
class Game_System
def changeTileByInternalID(map_id,x,y,layer,intID)
initialize_pos_list(map_id, layer)
tid = intID
@swapped_pos_tiles[map_id][layer][y] = [] if @swapped_pos_tiles[map_id][layer][y].nil?
@swapped_pos_tiles[map_id][layer][y][x] = tid
$game_map.load_new_map_data
end
end
#--------------------------------------------------------------------------
# Battler Additions
#--------------------------------------------------------------------------
class Game_Battler < Game_BattlerBase
def wtype_equipped?(wtype_id)
return weapons.any? {|weapon| weapon.wtype_id == wtype_id }
end
def atype_equipped?(atype_id)
return armors.any? {|armor| armor.atype_id == atype_id}
end
end