Adjustments for red area
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					 4 changed files with 28 additions and 8 deletions
				
			
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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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