Adjustments for red area
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191afb3524
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@ -16,9 +16,11 @@ FOOTSTEP_SFX = [
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['step_grass',
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['step_grass',
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'step_tile'],
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'step_tile'],
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# Red
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# Red
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[],
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['step_metal',
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'step_metal_light'],
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# Red Interior
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# Red Interior
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[],
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['step_tile',
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'step_wood'],
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# Tower
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# Tower
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[],
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[],
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# Tower Start
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# Tower Start
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@ -26,5 +28,13 @@ FOOTSTEP_SFX = [
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# Blank
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# Blank
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[],
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[],
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# Blue Factory Interior
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# Blue Factory Interior
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['step_metal'],
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['step_metal_light'],
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# Red Ground
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[],
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# Red Factory
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[],
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# Red Factory Interior
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[],
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# Red observation deck
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['step_metal_light'],
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]
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]
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@ -34,6 +34,10 @@ class SpecialEventData
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:machine => SpecialEventData.new(
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:machine => SpecialEventData.new(
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[],
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[],
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[[-1, 0], [0, 0], [1, 0]]
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[[-1, 0], [0, 0], [1, 0]]
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),
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:glitch => SpecialEventData.new(
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[],
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[[0, 0], [0, -1]]
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)
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)
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}
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}
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end
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end
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@ -276,15 +276,21 @@ class Game_Map
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end
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end
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end
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end
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# Loop searches in order from top of layer
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# Loop searches in order from top of layer
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blank = 0
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for i in [2, 1, 0]
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for i in [2, 1, 0]
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# Get tile ID
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# Get tile ID
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tile_id = data[x, y, i]
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tile_id = data[x, y, i]
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# Tile ID acquistion failure
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# Tile ID acquistion failure
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if tile_id == nil
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return false if tile_id == nil
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# impassable
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return false
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# Only handle blank if all three layers are blank
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if tile_id < 48 && i > 0
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blank += 1
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next if blank < 3
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end
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# If obstacle bit is set
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# If obstacle bit is set
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elsif @passages[tile_id] & bit != 0
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if @passages[tile_id] & bit != 0
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# impassable
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# impassable
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return false
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return false
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# If obstacle bit is set in all directions
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# If obstacle bit is set in all directions
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@ -332,7 +332,7 @@ class Window_Message < Window_Selectable
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@text_pause -= 1
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@text_pause -= 1
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else
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else
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if @blip >= BLIP_TIME
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if @blip >= BLIP_TIME
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Audio.se_play('Audio/SE/text.wav', 70) unless @text.empty?
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Audio.se_play('Audio/SE/text.wav') unless @text.empty?
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@blip = 0
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@blip = 0
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else
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else
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@blip += 1
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@blip += 1
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