/*============================================================================= TilesFlagsByEvent.js ---------------------------------------------------------------------------- (C)2023 Triacontane This software is released under the MIT License. http://opensource.org/licenses/mit-license.php ---------------------------------------------------------------------------- Version 1.0.0 2023/11/12 初版 ---------------------------------------------------------------------------- [Blog] : https://triacontane.blogspot.jp/ [Twitter]: https://twitter.com/triacontane/ [GitHub] : https://github.com/triacontane/ =============================================================================*/ /*: @target MZ @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/TilesFlagsByEvent.js @plugindesc Tile flag event consideration plugin @author Triacontane @license MIT License @help English Help Translator: munokura This is an unofficial English translation of the plugin help, created to support global RPG Maker users. Feedback is welcome to improve translation quality (see: https://github.com/munokura/triacontane-MZ-plugins ). Original plugin by Triacontane. Please check the latest official version at: https://triacontane.blogspot.com ----- TilesFlagsByEvent.js When determining tile flags (ladders, bushes, counters, damage floors), events that specify tile images are also considered. Terms of Use: You may modify and redistribute this plugin without permission, and there are no restrictions on its use (commercial, 18+, etc.). This plugin is now yours. */ /*:ja @plugindesc タイルフラグのイベント考慮プラグイン @target MZ @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/TilesFlagsByEvent.js @author トリアコンタン @help TilesFlagsByEvent.js タイルフラグ(梯子、茂み、カウンター、ダメージ床)を判定する際 タイル画像を指定したイベントも含めて判定します。 利用規約: 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) についても制限はありません。 このプラグインはもうあなたのものです。 */ (() => { 'use strict'; const _Game_Map_checkLayeredTilesFlags = Game_Map.prototype.checkLayeredTilesFlags; Game_Map.prototype.checkLayeredTilesFlags = function(x, y, bit) { if (this._tileEvents) { const flags = this.tilesetFlags(); return this.allTiles(x, y).some(tileId => (flags[tileId] & bit) !== 0); } else { return _Game_Map_checkLayeredTilesFlags.apply(this, arguments); } }; })();