/*============================================================================= * Tileset Properties as Regions //============================================================================= /*: * @plugindesc Uses regions to add tile properties. * @author Archeia * * @param Ladder Region * @desc Region used for Ladder Tiles. * @default 2 * * @param Counter Region * @desc Region used for Counter Tiles. * @default 3 * * @param Damage Floor Region * @desc Region used for Damage Tiles. * @default 4 * * @param Bush Region * @desc Region used for Bush Tiles. * @default 5 * * @param Bush Height * @desc Region used for Bush Tiles. * @default 12 * * @help This plugin adds tile properties like Ladder, Bush, Counter and Damage * Floor to regions. This plugin also does not have any plugin commands. */ var Imported = Imported || {}; Imported.AEL_TilesetPropertyRegions = true; //============================================================================= // ** Parameter Check //============================================================================= var parameters = $plugins.filter(function(p) { return p.description.contains('') })[0].parameters; //============================================================================= // ** Set Parameters //============================================================================= var AEL = AEL || {}; AEL.TilesetPropertyRegions = AEL.TilesetPropertyRegions || {}; AEL.TilesetPropertyRegions.ladderRegion = Number(parameters['Ladder Region'] || 2); AEL.TilesetPropertyRegions.counterRegion = Number(parameters['Counter Region'] || 3); AEL.TilesetPropertyRegions.damageFloorRegion = Number(parameters['Damage Floor Region'] || 4); AEL.TilesetPropertyRegions.bushRegion = Number(parameters['Bush Region'] || 5); AEL.TilesetPropertyRegions.bushHeight = Number(parameters['Bush Height'] || 12); //============================================================================= // ** Game_Map //----------------------------------------------------------------------------- // The game object class for a map. It contains scrolling and passage // determination functions. //============================================================================= // * Determine if Ladder //============================================================================= Game_Map.prototype.isLadder = function(x, y) { return this.isValid(x, y) && (this.checkLayeredTilesFlags(x, y, 0x20) || this.regionId(x, y) === AEL.TilesetPropertyRegions.ladderRegion); }; //============================================================================= // * Determine if Counter //============================================================================= Game_Map.prototype.isCounter = function(x, y) { return this.isValid(x, y) && (this.checkLayeredTilesFlags(x, y, 0x80) || this.regionId(x, y) === AEL.TilesetPropertyRegions.counterRegion); }; //============================================================================= // * Determine if Damage floor //============================================================================= Game_Map.prototype.isDamageFloor = function(x, y) { return this.isValid(x, y) && (this.checkLayeredTilesFlags(x, y, 0x100) || this.regionId(x, y) === AEL.TilesetPropertyRegions.damageFloorRegion); }; //============================================================================= // * Determine if Bush //============================================================================= Game_Map.prototype.isBush = function(x, y) { if(Imported.YED_Tiled){ // Add Compatibility with Tiled // Check if on Region var onRegion = this._regions !== undefined && this.regionId(x, y) === AEL.TilesetPropertyRegions.bushRegion; return this.isValid(x, y) && (this.checkLayeredTilesFlags(x, y, 0x40) || onRegion) } else { return this.isValid(x, y) && (this.checkLayeredTilesFlags(x, y, 0x40) || this.regionId(x, y) === AEL.TilesetPropertyRegions.bushRegion); } }; //============================================================================= // * Change Bush Depth //============================================================================= Game_CharacterBase.prototype.refreshBushDepth = function() { if (this.isNormalPriority() && !this.isObjectCharacter() && this.isOnBush() && !this.isJumping()) { if (!this.isMoving()) { this._bushDepth = AEL.TilesetPropertyRegions.bushHeight; } } else { this._bushDepth = 0; } };