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Mode07

Descrizione


Provvede a trasformare il vostro gioco in 3d


Autore


MGCaladtogel



Allegati


Nessuno


Istruzioni per l'uso


Lo script e` diviso in varie parti da sostituire con i codici originali di rmxp


 

 

#============================================================================
# This script adds a kind of depth for the maps.
# Written by MGCaladtogel
# English version (24/04/08)
#----------------------------------------------------------------------------
# Instructions :
# You must add to the map's name :
#- [M7] : to activate Mode7
#- [#XX] : XX is the slant angle (in degree). Default value is 0 (normal maps)
#- [Y] : Y-map looping
#- [X] : X-map looping. This option needs resources (lower fps).
#- [A] : animated autotiles (with 4 patterns). This option increases
# significantly the loading time, so it may crash for large maps
# (SystemStackError)
#- [C] : to center the map on the hero (even for small maps)
#- [P] : to have a fixed panorama
#- [H] : to have a white horizon
#- [OV] : Overworld Sprite Resize (a Mewsterus's script feature)
#
# OR :
# see the "$mode7_maps_settings" below (l.48) to prapare your settings
#----------------------------------------------------------------------------
# Other commands (for events) :
#- $scene.spriteset.tilemap.mode7_set(new_angle)
# To redraw the map with the new_angle
#- $scene.spriteset.tilemap.mode7_set_p(new_angle)
# To redraw progressively the map from the current angle to the new
#- $scene.spriteset.tilemap.mode7_redraw
# To redraw the map (useful with the following commands)
#- $game_system.map_opacity = value
# To define the opacity for Mode7 maps (it needs to redraw)
#- $game_system.map_gradual_opacity = value
# To define a gradual opacity for Mode7 maps (it needs to redraw)
# (it bugs with horizontal looping)
#- $game_system.map_tone = Color.new(Red, Green, Blue)
# To define the tone for Mode7 maps (it needs to redraw)
#- $game_system.map_gradual_tone = Tone.new(Red, Green, Blue, Gray)
# To define a gradual tone for Mode7 maps (it needs to redraw)
#- $game_system.horizon = value
# To define the view's distance (default : 960) (it needs to redraw)
#- $game_system.reset
# To initialize the previous options
#
#- To obtain flat events :
# just add a comment in the event's commands list with : "Flat"
#
#- To handle the height of a vertical event :
# add a comment in the event's commands list with : "Heigth X", where X is the
# height value ("Heigth 2" will draw the event 64 pixels above its original
# position - you can use floats)
#============================================================================
# The map is drawn from all the tiles of the three layers that do not have a
	# terrain_tag's value of 1 or 2.
	# The other tiles (terrain_tag = 1 or 2) form elements that are drawn vertically,
	# like the 3rd-layer elements in the old version.
	# The 2 terrains ID used to form vertical elements
	$terrain_tags_vertical_tiles = [1,2] # You can modify these values
	# To access maps names
	$data_maps = load_data("Data/MapInfos.rxdata")
	$mode7_maps_settings = {}
	# Prepare your own settings for mode7 maps
	# Just put the first parameter in a map's name
	# For example :
	$mode7_maps_settings["Worldmap"] = ["#60", "X", "Y", "A", "H", "OV"]
	# -> will be called when "Worldmap" is included in the name
	$mode7_maps_settings["Smallslant"] = ["#20", "A", "S"]
	# Add any number of settings you want
	
	# enable/disable mode7 for mode7 maps (not on the fly, just when the map is loaded), enabled by default
	$enable_mode7_number = 5 # switch number : change this value !
	
	#============================================================================
	# ¦ Game_System
	#----------------------------------------------------------------------------
	# Add attributes to this class
	#============================================================================
	
	class Game_System
		attr_accessor :mode7 # false : normal map / true : mode 7
		attr_accessor :loop_x # true : horizontal-looping map
		attr_accessor :loop_y # true : vertical-looping map
		attr_accessor :always_scroll # true : to center the camera around the hero
		attr_accessor :map_tone # mode7 map's tone (Color)
		attr_accessor :map_opacity # mode7 map's opacity (0..255)
		attr_accessor :animated # true : animated autotiles for mode7 maps
		attr_accessor :white_horizon # true : white line horizon for mode7 maps
		attr_accessor :angle # mode7 map's slant angle (in degree)
		attr_accessor :horizon # horizon's distance
		attr_accessor :fixed_panorama # true : to fix the panorama (no scrolling any more)
		attr_accessor :ov # true : Overworld Sprite Resize (smaller hero's sprite)
		attr_accessor :ov_zoom # resize's value with ov
		attr_accessor :map_gradual_opacity # mode7 map's gradual opacity (0..255)
		attr_accessor :map_gradual_tone # mode7 map's gradual tone (Color)
		#--------------------------------------------------------------------------
		# * Object Initialization
		#--------------------------------------------------------------------------
		alias initialize_mode7_game_system initialize
		def initialize
			initialize_mode7_game_system
			self.mode7 = false
			self.loop_x = false
			self.loop_y = false
			self.always_scroll = false
			self.animated = false
			self.white_horizon = false
			self.angle = 0
			self.fixed_panorama = false
			self.ov = false
			self.ov_zoom = 0.6
			reset
		end
		#--------------------------------------------------------------------------
		# * Reset the values for opacity, tone and horizon's distance
		#--------------------------------------------------------------------------
		def reset
			self.map_opacity = 255
			self.map_tone = Color.new(0,0,0,0)
			self.horizon = 960 # default value, equivalent to 30 tiles
			self.map_gradual_opacity = 0
			self.map_gradual_tone = Tone.new(0,0,0,0)
		end
	end
	
	#============================================================================
	# ¦ Tilemap_mode7
	#----------------------------------------------------------------------------
	# This new Tilemap class handles the drawing of a mode7 map
	#============================================================================
	
	class Tilemap_mode7
		attr_accessor :maps_list # contains map's graphics
		attr_accessor :map_ground # original map's graphic to handle flat events
		attr_accessor :tone_values # tone values for each line (Hash)
		attr_accessor :opacity_values # opacity values for each line (Hash)
		attr_reader :spriteset
		#--------------------------------------------------------------------------
		# * Object Initialization
		# viewport : viewport
		#--------------------------------------------------------------------------
		def initialize(viewport, spriteset)
			@spriteset = spriteset
			@id = $game_map.map_id # map's ID : to load or save the map in Cache
			@maps_list = [] # contains map's drawings (Bitmap)
			@disp_y = $game_map.display_y # @disp_y : tilemap's display_y
			@disp_x = $game_map.display_x # @disp_x : tilemap's display_x
			@height = 32 * $game_map.height # @height : map's height (in pixel)
			@width = 32 * $game_map.width # @width : map's width (in pixel)
			$game_temp.height = @height
			# map's drawings are loaded if already in Cache
			if RPG::Cache_Carte.in_cache(@id)
				@map = RPG::Cache_Carte.load(@id)
				@maps_list.push(@map)
				@map_ground = RPG::Cache_Carte.load(@id, 4) # to handle flat events
				if $game_system.animated
					@map_2 = RPG::Cache_Carte.load(@id, 1)
					@map_3 = RPG::Cache_Carte.load(@id, 2)
					@map_4 = RPG::Cache_Carte.load(@id, 3)
					@maps_list.push(@map_2)
					@maps_list.push(@map_3)
					@maps_list.push(@map_4)
				end
			else # draw the map and save it in the Cache
				draw_map
			end
			# create vertical elements from tiles
			data_V = Data_Vertical_Sprites.new(viewport)
			# @sprites_V : list of vertical sprites (Sprite_V)
			@sprites_V = data_V.list_sprites_V
			# @sprites_V_animated : list of animated vertical sprites (Sprite_V)
			@sprites_V_animated = data_V.list_sprites_V_animated
			@angle = $game_system.angle # map's slant angle (in degree)
			@distance_h = 480 # distance between the map's center and the vanishing point
			@pivot = 256 # screenline's number of the slant's pivot
			@index_animated = 0 # 0..3 : index of animated tiles pattern
			@viewport = viewport
			@tone_values = {} # list of the tone values for each line
			@opacity_values = {} # list of the opacity values for each line
			init_sprites(@angle) # initialize screenlines sprites
		end
		#--------------------------------------------------------------------------
		# * Dispose
		#--------------------------------------------------------------------------
		def dispose
			# dispose of @sprites (scanlines), @sprites_V (vertical_sprites), and
			# @sprites_loop_x (additional scanlines for horizontal looping)
			for sprite in @sprites + @sprites_V + @sprites_loop_x
				sprite.dispose
			end
			@sprites.clear
			@sprites_loop_x.clear
			@sprites_V.clear
			@sprites_V_animated.clear
			@maps_list.clear
			$game_system.angle = @angle
		end
		#--------------------------------------------------------------------------
		# * Increase slant's angle
		#--------------------------------------------------------------------------
		def increase_angle
			return if @angle == 88
			@angle = [@angle + 2, 88].min # angle's value between 0 and 88 degrees
			@sprites.clear
			@sprites_loop_x.clear
			init_sprites(@angle) # reinitialize screenlines sprites
		end
		#--------------------------------------------------------------------------
		# * Decrease slant's angle
		#--------------------------------------------------------------------------
		def decrease_angle
			return if @angle == 0
			@angle = [@angle - 2, 0].max # angle's value between 0 and 88 degrees
			@sprites.clear
			@sprites_loop_x.clear
			init_sprites(@angle) # reinitialize screenlines sprites
		end
		#--------------------------------------------------------------------------
		# * Slide from the current angle into the target value
		# value : target angle's value (in degree)
		#--------------------------------------------------------------------------
		def mode7_set_p(value)
			while value > @angle
			increase_angle
			spriteset.update
			Graphics.update
		end
		while value < @angle
		decrease_angle
		spriteset.update
		Graphics.update
	end
end
#--------------------------------------------------------------------------
# * Redraw the map instantaneously with the new slant angle's value
# value : target angle's value (in degree)
#--------------------------------------------------------------------------
def mode7_set(value)
	@angle = [[value, 0].max, 89].min
	@sprites.clear
	@sprites_loop_x.clear
	init_sprites(@angle) # reinitialize screenlines sprites
	update
	Graphics.update
end
#--------------------------------------------------------------------------
# * Reinitialize screenlines sprites
#--------------------------------------------------------------------------
def mode7_redraw
	@sprites.clear
	@sprites_loop_x.clear
	init_sprites(@angle) # reinitialize scanlines
	update
	Graphics.update
end
#--------------------------------------------------------------------------
# * Create sprites equivalent to scanlines
# value : target angle's value (in degree)
#--------------------------------------------------------------------------
def init_sprites(angle)
	@horizon = $game_system.horizon
	angle_rad = (Math::PI * angle) / 180 # angle in radian
	@sprites = [] # list of the scanlines sprites (Sprite)
	@sprites_loop_x = [] # list of the additionnal sprites (for X-looping)
	cos_angle = Math.cos(angle_rad)
	sin_angle = Math.sin(angle_rad)
	# save values in $game_temp
	$game_temp.distance_h = @distance_h
	$game_temp.pivot = @pivot
	$game_temp.cos_angle = cos_angle
	$game_temp.sin_angle = sin_angle
	# h0, z0 : intermediate values
	h0 = (- @distance_h * @pivot * cos_angle).to_f /
	(@distance_h + @pivot * sin_angle) + @pivot
	z0 = @distance_h.to_f / (@distance_h + @pivot * sin_angle)
	$game_temp.slope_value = (1.0 - z0) / (@pivot - h0)
	$game_temp.corrective_value = 1.0 - @pivot * $game_temp.slope_value
	last_line = - @pivot - @horizon # last_line : the highest line that is drawn
	height_limit = (@distance_h * last_line * cos_angle).to_f /
	(@distance_h - last_line * sin_angle) + @pivot # the line corresponding to
	# the last_line in the warped reference = horizon's line
	$game_temp.height_limit = height_limit
	# constant to handle gradual opacity
	k2lim = ((@distance_h * last_line).to_f /
	(@distance_h * cos_angle + last_line * sin_angle)).to_i
	# one sprite is created for each screenline
	for j in 0..479
		next if j < height_limit # if the line is further than the horizon's line,
		# no sprite is created
		i = j - @pivot # y-reference is the pivot's line
		sprite = Sprite.new(@viewport)
		sprite.x = 320 # x-reference is the vertical line in the middle of the screen
		sprite.y = j
		sprite.z = - 99999 # map must not mask vertical elements
		sprite.y_origin_bitmap = (@distance_h * i).to_f /
		(@distance_h * cos_angle + i * sin_angle) + @pivot
		sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap + 0.5).to_i
		sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
		sprite.zoom_x = $game_temp.slope_value * j + $game_temp.corrective_value
		sprite.length = 2 + (640.to_f / sprite.zoom_x).to_i
		sprite.x_origin_bitmap_i = ((642 - sprite.length) / 2)
		sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
		sprite.x_origin_bitmap = (sprite.x_origin_bitmap_i).to_f
		sprite.ox = sprite.length / 2
		sprite.bitmap = @map
		# horizontal translation to center around the hero
		if @disp_x != 0
			sprite.x_origin_bitmap += @disp_x / 4
			sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
			sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
		end
		# vertical translation to center around the hero
		if @disp_y != 0
			sprite.y_origin_bitmap += @disp_y / 4
			sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap + 0.5).to_i
			sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
		end
		# handle opacity and tone
		k2 = ((@distance_h * i).to_f /
		(@distance_h * cos_angle + i * sin_angle)).to_i
		k2 = 0 if k2 > 0
		k_red = (- k2.to_f/k2lim * $game_system.map_gradual_tone.red).to_i
		k_green = (- k2.to_f/k2lim * $game_system.map_gradual_tone.green).to_i
		k_blue = (- k2.to_f/k2lim * $game_system.map_gradual_tone.blue).to_i
		k_gray = (- k2.to_f/k2lim * $game_system.map_gradual_tone.gray).to_i
		k2 = (- k2.to_f/k2lim * $game_system.map_gradual_opacity).to_i
		sprite.tone = Tone.new(k_red, k_green, k_blue, k_gray)
		sprite.opacity = 255 - k2
		sprite.opacity *= ($game_system.map_opacity).to_f / 255
		sprite.color = $game_system.map_tone
		# white horizon's line
		k = j - height_limit
		k = 500 / k
		if $game_system.white_horizon
			tone_red = sprite.tone.red + k
			tone_green = sprite.tone.green + k
			tone_blue = sprite.tone.blue + k
			tone_gray = sprite.tone.gray + k
			sprite.tone = Tone.new(tone_red, tone_green, tone_blue, tone_gray)
		end
		@tone_values[j] = sprite.tone
		@opacity_values[j] = sprite.opacity
		# set sprite's graphics
		sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
		sprite.length, 1)
		@sprites.push(sprite)
		if $game_system.loop_x and j < @pivot
			# additional sprite to handle horizontal looping
			sprite2 = Sprite.new(@viewport)
			sprite2.x = 320
			sprite2.y = j
			sprite2.z = - 99999
			sprite2.y_origin_bitmap = sprite.y_origin_bitmap
			sprite2.y_origin_bitmap_i = sprite.y_origin_bitmap_i
			sprite2.zoom_x = sprite.zoom_x
			sprite2.length = sprite.length
			sprite2.x_origin_bitmap_i = sprite.x_origin_bitmap_i - @width
			sprite2.x_origin_bitmap = sprite.x_origin_bitmap_i - @width
			sprite2.ox = sprite.ox
			sprite2.bitmap = @map
			sprite2.opacity = sprite.opacity
			sprite2.color = sprite.color
			sprite2.tone = sprite.tone
			sprite2.src_rect.set(sprite2.x_origin_bitmap_i, sprite2.y_origin_bitmap_i,
			sprite2.length, 1)
			@sprites_loop_x.push(sprite2)
		end
	end
end
#--------------------------------------------------------------------------
# * Update the screenlines sprites and the vertical sprites
# compare tilemap's display with map's display
#--------------------------------------------------------------------------
def update
	# update screenlines sprites
	if @disp_y < $game_map.display_y
		difference = $game_map.display_y - @disp_y
		@disp_y += difference
		for sprite in @sprites + @sprites_loop_x
			sprite.y_origin_bitmap += difference.to_f / 4
			sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap+0.5).to_i
			sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
			sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
			sprite.length, 1)
		end
	end
	if @disp_y > $game_map.display_y
		difference = @disp_y - $game_map.display_y
		@disp_y -= difference
		for sprite in @sprites + @sprites_loop_x
			sprite.y_origin_bitmap -= difference.to_f / 4
			sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap+0.5).to_i
			sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
			sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
			sprite.length, 1)
		end
	end
	if @disp_x < $game_map.display_x
		difference = $game_map.display_x - @disp_x
		@disp_x += difference
		for sprite in @sprites
			sprite.x_origin_bitmap += difference.to_f / 4
			sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
			sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
			sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
			sprite.length, 1)
		end
		for sprite in @sprites_loop_x
			sprite.x_origin_bitmap += difference.to_f / 4
			sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
			sprite.x_origin_bitmap_i %= @width
			sprite.x_origin_bitmap_i -= @width
			sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
			sprite.length, 1)
		end
	end
	if @disp_x > $game_map.display_x
		difference = @disp_x - $game_map.display_x
		@disp_x -= difference
		for sprite in @sprites
			sprite.x_origin_bitmap -= difference.to_f / 4
			sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
			sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
			sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
			sprite.length, 1)
		end
		for sprite in @sprites_loop_x
			sprite.x_origin_bitmap -= difference.to_f / 4
			sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
			sprite.x_origin_bitmap_i %= @width
			sprite.x_origin_bitmap_i -= @width
			sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
			sprite.length, 1)
		end
	end
	# update vertical sprites
	for sprite in @sprites_V
		sprite.update
	end
end
#--------------------------------------------------------------------------
# * Update animation for animated tiles
#--------------------------------------------------------------------------
def update_animated
	@index_animated += 1
	@index_animated %= 4
	map = @maps_list[@index_animated]
	# update screenlines sprites
	for sprite in @sprites + @sprites_loop_x
		sprite.bitmap = map
		sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
		sprite.length, 1)
	end
	# update vertical sprites
	for sprite in @sprites_V_animated
		sprite.update_animated(@index_animated)
	end
end
#--------------------------------------------------------------------------
# * Create bitmaps representing the map
#--------------------------------------------------------------------------
def draw_map
	data = $game_map.data
	# Table where animated tiles are flagged
	data_animated = Table.new($game_map.width, $game_map.height)
	# bigger maps to handle horizontal looping
	offset = ($game_system.loop_x ? 640 : 0)
	@map = Bitmap.new(@width + offset, @height)
	@maps_list.push(@map)
	rect = Rect.new(0, 0, 32, 32)
	# create autotiles graphics
	RPG::Cache.clear
	@autotiles = []
	for i in 0..6
		autotile_name = $game_map.autotile_names[i]
		fichier = RPG::Cache.autotile(autotile_name)
		for l in 0..3
			data_autotile = Data_Autotiles.new(fichier,l)
			data_autotile.number = 4*i + l
			RPG::Cache.save_autotile(data_autotile, data_autotile.number)
			@autotiles.push(data_autotile)
		end
	end
	# scan map's data to draw it
	for i in 0...$game_map.height
		for j in 0...$game_map.width
			data_animated[j, i] = 0
			# tile's ID for the first layer
			value1 = data[j, i, 0].to_i
			# prevent from drawing a vertical tile
			value1 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value1]) ?
			0 : value1)
			# value1 != 0
			if value1 != 0
				# tile's ID for the second layer
				value2 = data[j, i, 1].to_i
				# prevent from drawing a vertical tile
				value2 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value2]) ?
				0 : value2)
				# tile's ID for the third layer
				value3 = data[j, i, 2].to_i
				# prevent from drawing a vertical tile
				value3 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
				0 : value3)
				# value1 != 0, value2 = 0
				if value2 == 0
					# value1 != 0, value2 = 0, value3 = 0
					if value3 == 0
						# value1 associated with a normal autotile
						if value1 > 383
							bitmap = RPG::Cache.tile($game_map.tileset_name, value1, 0)
							@map.blt(32*j, 32*i, bitmap, rect)
							if $game_system.loop_x and j.between?(0, 19)
								@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
							end
							# value1 associated with an autotile
						else
							num = 4*((value1 / 48) - 1)
							bitmap = RPG::Cache.autotile_base(num, value1)
							if @autotiles[num].animated
								data_animated[j, i] = 1
							end
							@map.blt(32*j, 32*i, bitmap, rect)
							if $game_system.loop_x and j.between?(0, 19)
								@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
							end
						end
						# value1 != 0, value2 = 0, value3 != 0
					else
						bitmap = RPG::Cache_Tile.load(value1, value3)
						# value1 associated with an autotile
						if value1 < 384
							num = 4*((value1 / 48) - 1)
							data_animated[j, i] = 1 if @autotiles[num].animated
						end
						# value3 associated with an autotile
						if value3 < 384
							num = 4*((value3 / 48) - 1)
							data_animated[j, i] = 1 if @autotiles[num].animated
						end
						@map.blt(32*j, 32*i, bitmap, rect)
						if $game_system.loop_x and j.between?(0, 19)
							@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
						end
					end
					# value1 != 0, value2 != 0
				else
					# value1 != 0, value2 != 0, value3 = 0
					if value3 == 0
						bitmap = RPG::Cache_Tile.load(value1, value2)
						# value1 associated with an autotile
						if value1 < 384
							num = 4*((value1 / 48) - 1)
							data_animated[j, i] = 1 if @autotiles[num].animated
						end
						# value2 associated with an autotile
						if value2 < 384
							num = 4*((value2 / 48) - 1)
							data_animated[j, i] = 1 if @autotiles[num].animated
						end
						@map.blt(32*j, 32*i, bitmap, rect)
						if $game_system.loop_x and j.between?(0, 19)
							@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
						end
						# value1 != 0, value2 != 0, value3 != 0
					else
						bitmap = RPG::Cache_Tile.load2(value1, value2, value3)
						# value1 associated with an autotile
						if value1 < 384
							num = 4*((value1 / 48) - 1)
							data_animated[j, i] = 1 if @autotiles[num].animated
						end
						# value2 associated with an autotile
						if value2 < 384
							num = 4*((value2 / 48) - 1)
							data_animated[j, i] = 1 if @autotiles[num].animated
						end
						# value3 associated with an autotile
						if value3 < 384
							num = 4*((value3 / 48) - 1)
							data_animated[j, i] = 1 if @autotiles[num].animated
						end
						@map.blt(32*j, 32*i, bitmap, rect)
						if $game_system.loop_x and j.between?(0, 19)
							@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
						end
					end
				end
				# value1 = 0
			else
				value2 = data[j, i, 1].to_i
				value2 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value2]) ?
				0 : value2)
				value3 = data[j, i, 2].to_i
				value3 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
				0 : value3)
				# value1 = 0, value2 = 0
				if value2 == 0
					# value1 = 0, value2 = 0, value3 != 0
					if value3 != 0
						# value3 associated with a normal tile
						if value3 > 383
							bitmap = RPG::Cache.tile($game_map.tileset_name, value3, 0)
							@map.blt(32*j, 32*i, bitmap, rect)
							if $game_system.loop_x and j.between?(0, 19)
								@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
							end
							# value3 associated with an autotile
						else
							num = 4*((value3 / 48) - 1)
							bitmap = RPG::Cache.autotile_base(num, value3)
							if @autotiles[num].animated
								data_animated[j, i] = 1
							end
							@map.blt(32*j, 32*i, bitmap, rect)
							if $game_system.loop_x and j.between?(0, 19)
								@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
							end
						end
					end
					# value1 = 0, value2 != 0
				else
					# value1 = 0, value2 != 0, value3 = 0
					if value3 == 0
						# value2 associated with a normal tile
						if value2 > 383
							bitmap = RPG::Cache.tile($game_map.tileset_name, value2, 0)
							@map.blt(32*j, 32*i, bitmap, rect)
							if $game_system.loop_x and j.between?(0, 19)
								@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
							end
							# value2 associated with an autotile
						else
							num = 4*((value2 / 48) - 1)
							bitmap = RPG::Cache.autotile_base(num, value2)
							if @autotiles[num].animated
								data_animated[j, i] = 1
							end
							@map.blt(32*j, 32*i, bitmap, rect)
							if $game_system.loop_x and j.between?(0, 19)
								@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
							end
						end
						# value1 = 0, value2 != 0, value3 != 0
					else
						bitmap = RPG::Cache_Tile.load(value2, value3)
						# value2 associated with an autotile
						if value2 < 384
							num = 4*((value2 / 48) - 1)
							data_animated[j, i] = 1 if @autotiles[num].animated
						end
						# value3 associated with an autotile
						if value3 < 384
							num = 4*((value3 / 48) - 1)
							data_animated[j, i] = 1 if @autotiles[num].animated
						end
						@map.blt(32*j, 32*i, bitmap, rect)
						if $game_system.loop_x and j.between?(0, 19)
							@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
						end
					end
				end
			end
		end
	end
	# save the map's drawing in the Cache
	RPG::Cache_Carte.save(@id, @map)
	@map_ground = @map.clone
	# save a copy of the map to handle flat events
	RPG::Cache_Carte.save(@id, @map_ground, 4)
	return if !$game_system.animated
	# create 3 other maps in case of animated tiles
	@map_2 = @map.clone
	@map_3 = @map.clone
	@map_4 = @map.clone
	@maps_list.push(@map_2)
	@maps_list.push(@map_3)
	@maps_list.push(@map_4)
	for i in 0...$game_map.height
		for j in 0...$game_map.width
			next if data_animated[j, i].to_i == 0
			# modify the tile if it is flagged as animated
			value1 = data[j, i, 0].to_i
			value2 = data[j, i, 1].to_i
			value3 = data[j, i, 2].to_i
			# prevent from drawing a vertical tile
			value1 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value1]) ?
			0 : value1)
			value2 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value2]) ?
			0 : value2)
			value3 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
			0 : value3)
			if value1 != 0
				if value2 == 0
					if value3 == 0
						num = 4*((value1 / 48) - 1)
						bitmap_2 = RPG::Cache.autotile_base(num+1, value1)
						bitmap_3 = RPG::Cache.autotile_base(num+2, value1)
						bitmap_4 = RPG::Cache.autotile_base(num+3, value1)
						@map_2.blt(32*j, 32*i, bitmap_2, rect)
						@map_3.blt(32*j, 32*i, bitmap_3, rect)
						@map_4.blt(32*j, 32*i, bitmap_4, rect)
						if $game_system.loop_x and j.between?(0, 19)
							@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
							@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
							@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
						end
					else
						bitmap_2 = RPG::Cache_Tile.load(value1, value3, 1)
						bitmap_3 = RPG::Cache_Tile.load(value1, value3, 2)
						bitmap_4 = RPG::Cache_Tile.load(value1, value3, 3)
						@map_2.blt(32*j, 32*i, bitmap_2, rect)
						@map_3.blt(32*j, 32*i, bitmap_3, rect)
						@map_4.blt(32*j, 32*i, bitmap_4, rect)
						if $game_system.loop_x and j.between?(0, 19)
							@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
							@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
							@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
						end
					end
				else
					if value3 == 0
						bitmap_2 = RPG::Cache_Tile.load(value1, value2, 1)
						bitmap_3 = RPG::Cache_Tile.load(value1, value2, 2)
						bitmap_4 = RPG::Cache_Tile.load(value1, value2, 3)
						@map_2.blt(32*j, 32*i, bitmap_2, rect)
						@map_3.blt(32*j, 32*i, bitmap_3, rect)
						@map_4.blt(32*j, 32*i, bitmap_4, rect)
						if $game_system.loop_x and j.between?(0, 19)
							@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
							@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
							@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
						end
					else
						bitmap_2 = RPG::Cache_Tile.load2(value1, value2, value3, 1)
						bitmap_3 = RPG::Cache_Tile.load2(value1, value2, value3, 2)
						bitmap_4 = RPG::Cache_Tile.load2(value1, value2, value3, 3)
						@map_2.blt(32*j, 32*i, bitmap_2, rect)
						@map_3.blt(32*j, 32*i, bitmap_3, rect)
						@map_4.blt(32*j, 32*i, bitmap_4, rect)
						if $game_system.loop_x and j.between?(0, 19)
							@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
							@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
							@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
						end
					end
				end
			else
				if value2 != 0
					if value3 == 0
						num = 4*((value2 / 48) - 1)
						bitmap_2 = RPG::Cache.autotile_base(num+1, value2)
						bitmap_3 = RPG::Cache.autotile_base(num+2, value2)
						bitmap_4 = RPG::Cache.autotile_base(num+3, value2)
						@map_2.blt(32*j, 32*i, bitmap_2, rect)
						@map_3.blt(32*j, 32*i, bitmap_3, rect)
						@map_4.blt(32*j, 32*i, bitmap_4, rect)
						if $game_system.loop_x and j.between?(0, 19)
							@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
							@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
							@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
						end
					else
						bitmap_2 = RPG::Cache_Tile.load(value2, value3, 1)
						bitmap_3 = RPG::Cache_Tile.load(value2, value3, 2)
						bitmap_4 = RPG::Cache_Tile.load(value2, value3, 3)
						@map_2.blt(32*j, 32*i, bitmap_2, rect)
						@map_3.blt(32*j, 32*i, bitmap_3, rect)
						@map_4.blt(32*j, 32*i, bitmap_4, rect)
						if $game_system.loop_x and j.between?(0, 19)
							@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
							@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
							@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
						end
					end
				else
					if value3 != 0
						num = 4*((value3 / 48) - 1)
						bitmap_2 = RPG::Cache.autotile_base(num+1, value3)
						bitmap_3 = RPG::Cache.autotile_base(num+2, value3)
						bitmap_4 = RPG::Cache.autotile_base(num+3, value3)
						@map_2.blt(32*j, 32*i, bitmap_2, rect)
						@map_3.blt(32*j, 32*i, bitmap_3, rect)
						@map_4.blt(32*j, 32*i, bitmap_4, rect)
						if $game_system.loop_x and j.between?(0, 19)
							@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
							@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
							@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
						end
					end
				end
			end
		end
	end
	# save the three additional maps in the Cache
	RPG::Cache_Carte.save(@id, @map_2, 1)
	RPG::Cache_Carte.save(@id, @map_3, 2)
	RPG::Cache_Carte.save(@id, @map_4, 3)
end
#--------------------------------------------------------------------------
# * no tileset for mode7 maps
#--------------------------------------------------------------------------
def tileset
	return nil
end
end
#============================================================================
# This script adds a kind of depth for the maps.
# Written by MGCaladtogel
# English version (24/04/08)
#============================================================================
# ¦ Game_Map
#----------------------------------------------------------------------------
# Methods modifications to handle map looping
#============================================================================

class Game_Map
#--------------------------------------------------------------------------
# * Scroll Down
# distance : scroll distance
#--------------------------------------------------------------------------
alias scroll_down_mode7_game_map scroll_down
def scroll_down(distance)
	if !$game_system.mode7
		scroll_down_mode7_game_map(distance)
		return
	end
	if $game_system.loop_y or $game_system.always_scroll
		@display_y = @display_y + distance # always scroll
	else
		@display_y = [@display_y + distance, (self.height - 15) * 128].min
	end
end
#--------------------------------------------------------------------------
# * Scroll Left
# distance : scroll distance
#--------------------------------------------------------------------------
alias scroll_left_mode7_game_map scroll_left
def scroll_left(distance)
	if !$game_system.mode7
		scroll_left_mode7_game_map(distance)
		return
	end
	if $game_system.loop_x or $game_system.always_scroll
		@display_x = @display_x - distance # always scroll
	else
		@display_x = [@display_x - distance, 0].max
	end
end
#--------------------------------------------------------------------------
# * Scroll Right
# distance : scroll distance
#--------------------------------------------------------------------------
alias scroll_right_mode7_game_map scroll_right
def scroll_right(distance)
	if !$game_system.mode7
		scroll_right_mode7_game_map(distance)
		return
	end
	if $game_system.loop_x or $game_system.always_scroll
		@display_x = @display_x + distance # always scroll
	else
		@display_x = [@display_x + distance, (self.width - 20) * 128].min
	end
end
#--------------------------------------------------------------------------
# * Scroll Up
# distance : scroll distance
#--------------------------------------------------------------------------
alias scroll_up_mode7_game_map scroll_up
def scroll_up(distance)
	if !$game_system.mode7
		scroll_up_mode7_game_map(distance)
		return
	end
	if $game_system.loop_y or $game_system.always_scroll
		@display_y = @display_y - distance # always scroll
	else
		@display_y = [@display_y - distance, 0].max
	end
end
#--------------------------------------------------------------------------
# * Determine Valid Coordinates
# x : x-coordinate
# y : y-coordinate
# Allow the hero to go out of the map when map looping
#--------------------------------------------------------------------------
alias valid_mode7_game_map? valid?
def valid?(x, y)
	if !$game_system.mode7
		return (valid_mode7_game_map?(x, y))
	end
	if $game_system.loop_x
		if $game_system.loop_y
			return true
		else
			return (y >= 0 and y < height)
		end
	elsif $game_system.loop_y
		return (x >= 0 and x < width)
	end
	return (x >= 0 and x < width and y >= 0 and y < height)
end
#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8,10)
# * 0,10 = determine if all directions are impassable
# self_event : Self (If event is determined passable)
#--------------------------------------------------------------------------
alias passable_mode7_game_map? passable?
def passable?(x, y, d, self_event = nil)
	if !$game_system.mode7
		passable_mode7_game_map?(x, y, d, self_event)
		return(passable_mode7_game_map?(x, y, d, self_event))
	end
	unless valid?(x, y)
		return false
	end
	bit = (1 = 0 and event != self_event and
	event.x == x and event.y == y and not event.through
	if @passages[event.tile_id] & bit != 0
		return false
	elsif @passages[event.tile_id] & 0x0f == 0x0f
		return false
	elsif @priorities[event.tile_id] == 0
		return true
	end
end
end
for i in [2, 1, 0]
tile_id = data[x % width, y % height, i] # handle map looping
if tile_id == nil
	return false
elsif @passages[tile_id] & bit != 0
	return false
elsif @passages[tile_id] & 0x0f == 0x0f
	return false
elsif @priorities[tile_id] == 0
	return true
end
end
return true
end
#--------------------------------------------------------------------------
# * Setup
# map_id : map ID
#--------------------------------------------------------------------------
alias old_setup_mode7 setup
def setup(map_id)
old_setup_mode7(map_id)
if !$game_switches[$enable_mode7_number]
$game_system.mode7 = false
$game_system.mode7 = false
$game_system.loop_x = false
$game_system.loop_y = false
$game_system.always_scroll = false
$game_system.animated = false
$game_system.white_horizon = false
$game_system.angle = 0
$game_system.fixed_panorama = false
$game_system.ov = false
$game_system.ov_zoom = 0.6
$game_system.reset
return
end
map_data = $data_maps[$game_map.map_id]
for keyword in $mode7_maps_settings.keys
if map_data.name2.include?(keyword)
	command_list = $mode7_maps_settings[keyword]
	$game_system.mode7 = true
	$game_system.loop_x = command_list.include?("X")
	$game_system.loop_y = command_list.include?("Y")
	$game_system.always_scroll = command_list.include?("C")
	$game_system.animated = command_list.include?("A")
	$game_system.white_horizon = command_list.include?("H")
	$game_system.fixed_panorama = command_list.include?("P")
	$game_system.ov = command_list.include?("OV")
	for command in command_list
		if command.include?("#")
			$game_system.angle = (command.slice(1, 2)).to_i
			$game_system.angle = [[$game_system.angle, 0].max, 89].min
			break
		end
	end
	return
end
end
$game_system.mode7 = map_data.name2.include?("[M7]")
$game_system.loop_x = map_data.name2.include?("[X]")
$game_system.loop_y = map_data.name2.include?("[Y]")
$game_system.always_scroll = map_data.name2.include?("[C]")
$game_system.animated = map_data.name2.include?("[A]")
$game_system.white_horizon = map_data.name2.include?("[H]")
$game_system.fixed_panorama = map_data.name2.include?("[P]")
$game_system.ov = map_data.name2.include?("[OV]")
if $game_system.mode7
map_data.name2 =~ /\[#[ ]*([00-99]+)\]/i
$game_system.angle = $1.to_i
$game_system.angle = [[$game_system.angle, 0].max, 89].min
end
end
end

#============================================================================
# ¦ Game_Character
#----------------------------------------------------------------------------
# "update" method modifications to handle map looping
#============================================================================

class Game_Character
attr_accessor :x
attr_accessor :y
attr_accessor :real_x
attr_accessor :real_y
attr_reader :flat
attr_reader :height
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_game_character initialize
def initialize
initialize_mode7_game_character
@flat = false
@height = 0.0
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias update_mode7_game_character update
def update
if !$game_system.mode7
update_mode7_game_character
return
end
# if x-coordinate is out of the map
if !(x.between?(0, $game_map.width - 1))
difference = 128 * x - real_x
if self.is_a?(Game_Player)
	# increase or decrease map's number
	self.map_number_x += difference / (difference.abs)
end
# x-coordinate is equal to its equivalent in the map
self.x %= $game_map.width
self.real_x = 128 * x - difference
end
# if y-coordinate is out of the map
if !(y.between?(0, $game_map.height - 1))
difference = 128 * y - real_y
if self.is_a?(Game_Player)
	# increase or decrease map's number
	self.map_number_y += difference / (difference.abs)
end
# y-coordinate is equal to its equivalent in the map
self.y %= $game_map.height
self.real_y = 128 * y - difference
end
update_mode7_game_character
end
end

#==============================================================================
# ¦ Game_Event
#----------------------------------------------------------------------------
# Add methods to handle flat events and altitude for vertical event
#============================================================================

class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * scan the event's commands list
# page : the scanned page (RPG::Event::Page)
#--------------------------------------------------------------------------
def check_commands(page)
@height = 0.0
command_list = page.list
for k in 0..command_list.length - 2
command = command_list[k]
if (command.parameters[0].to_s).include?("Height")
	@height = (command.parameters[0][7,command.parameters[0].length-1]).to_f
end
@flat = (command.parameters[0].to_s).include?("Flat")
end
end
#--------------------------------------------------------------------------
# * scan the event's commands list of the current page when refreshed
#--------------------------------------------------------------------------
alias refresh_mode7_game_character refresh
def refresh
refresh_mode7_game_character
check_commands(@page) if @page != nil
end
end

#============================================================================
# ¦ Game_Player
#----------------------------------------------------------------------------
# Add attributes to have a well-working panorama's scrolling
#============================================================================

class Game_Player < Game_Character
attr_accessor :map_number_x # map's number with X-looping
attr_accessor :map_number_y # map's number with Y-looping
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_game_player initialize
def initialize
initialize_mode7_game_player
self.map_number_x = 0
self.map_number_y = 0
end
#--------------------------------------------------------------------------
# * Handle the option : center around the hero
#--------------------------------------------------------------------------
alias center_mode7_game_player center
def center(x, y)
if !$game_system.loop_y and !$game_system.always_scroll#!$game_system.mode7
center_mode7_game_player(x, y)
return
end
$game_map.display_x = x * 128 - CENTER_X
$game_map.display_y = y * 128 - CENTER_Y
end
end

#============================================================================
# ¦ Sprite
#----------------------------------------------------------------------------
# Add attributes to work efficiently with scanlines sprites
#============================================================================

class Sprite
attr_accessor :y_origin_bitmap # bitmap's y-coordinate for the "src_rect.set"
#method (float)
attr_accessor :x_origin_bitmap # bitmap's x-coordinate for the "src_rect.set"
#method (float)
attr_accessor :y_origin_bitmap_i # bitmap's y-coordinate for the
#"src_rect.set" method (integer)
attr_accessor :x_origin_bitmap_i # bitmap's x-coordinate for the
#"src_rect.set" method (integer)
attr_accessor :length # sprite's width
end

#============================================================================
# ¦ Sprite_Character
#----------------------------------------------------------------------------
# Calculate x-coordinate and y-coordinate for a mode7 map
#============================================================================

class Sprite_Character < RPG::Sprite
attr_reader :flat_indicator # true if the event is flat-drawn
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_sprite_character initialize
def initialize(viewport, character = nil)
@flat_indicator = false
initialize_mode7_sprite_character(viewport, character)
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias update_mode7_sprite_character update
def update
if !$game_system.mode7
update_mode7_sprite_character
return
end
if @flat_indicator
if (!@character.flat or @character.moving? or
	@tile_id != @character.tile_id or
	@character_name != @character.character_name or
	@character_hue != @character.character_hue)
	@flat_indicator = @character.flat
	# redraw the original ground
	maps_list = $scene.spriteset.tilemap.maps_list
	map_ground = $scene.spriteset.tilemap.map_ground
	rect = Rect.new(@flat_x_map, @flat_y_map, @flat_width, @flat_height)
	for map in maps_list
		map.blt(@flat_x_map, @flat_y_map, map_ground, rect)
		if $game_system.loop_x and @flat_x_map.between?(0, 19 * 32)
			map.blt(@flat_x_map + 32 * $game_map.width, @flat_y_map, map_ground,
			rect)
		end
	end
else
	return
end
end
super
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
	self.bitmap = RPG::Cache.tile($game_map.tileset_name,
	@tile_id, @character.character_hue)
	self.src_rect.set(0, 0, 32, 32)
	self.ox = 16
	self.oy = 32
else
	self.bitmap = RPG::Cache.character(@character.character_name,
	@character.character_hue)
	@cw = bitmap.width / 4
	@ch = bitmap.height / 4
	self.ox = @cw / 2
	self.oy = @ch
	# pivot correction (intersection between the map and this sprite)
	self.oy -= 4
end
end
self.visible = (not @character.transparent)
if @tile_id == 0
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
if @character.flat # event must be flat drawn
return if $scene.spriteset == nil
if @tile_id == 0
	@flat_x_map = @character.real_x / 4 - (@cw - 32) / 2
	@flat_y_map = @character.real_y / 4 - @ch + 32
	@flat_x0 = sx
	@flat_y0 = sy
	@flat_width = @cw
	@flat_height = @ch
else
	@flat_x_map = @character.real_x / 4
	@flat_y_map = @character.real_y / 4
	@flat_x0 = 0
	@flat_y0 = 0
	@flat_width = 32
	@flat_height = 32
end
# modify the maps graphics
maps_list = $scene.spriteset.tilemap.maps_list
rect = Rect.new(@flat_x0, @flat_y0, @flat_width, @flat_height)
for map in maps_list
	map.blt(@flat_x_map, @flat_y_map, bitmap, rect, @character.opacity)
	if $game_system.loop_x and @flat_x_map.between?(0, 19 * 32)
		map.blt(@flat_x_map + 32 * $game_map.width, @flat_y_map, bitmap, rect,
		@character.opacity)
	end
end
@flat_indicator = true
self.opacity = 0
return
end
x_intermediate = @character.screen_x
y_intermediate = @character.screen_y
y_intermediate -= $game_temp.pivot + 4 if $game_system.mode7
# if vertical looping
if $game_system.loop_y
h = 32 * $game_map.height
y_intermediate = (y_intermediate + h / 2) % h - h / 2
end
# coordinates in a mode7 map
self.y = (($game_temp.distance_h * y_intermediate *
$game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
$game_temp.sin_angle) + $game_temp.pivot)
self.zoom_x = $game_temp.slope_value * y + $game_temp.corrective_value
self.zoom_y = zoom_x
self.x = 320 + zoom_x * (x_intermediate - 320)
# if horizontal looping
if $game_system.loop_x
offset = ($game_map.width >= 24 ? 64 * zoom_x : 0)
l = 32 * $game_map.width * zoom_x
self.x = (x + offset) % l - offset
end
if @character.is_a?(Game_Player)
# Overworld Sprite Resize
if $game_system.ov
	self.zoom_x *= $game_system.ov_zoom
	self.zoom_y *= $game_system.ov_zoom
end
end
self.z = @character.screen_z(@ch)
# hide the sprite if it is beyond the horizon's line
self.opacity = (y < $game_temp.height_limit ? 0 : @character.opacity)
self.y -= 32 * @character.height * zoom_y # height correction
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end

#============================================================================
# ¦ Sprite_V (Vertical Sprites)
#----------------------------------------------------------------------------
# Sprites corresponding to the vertical elements formed by tiles
#============================================================================

class Sprite_V < Sprite
attr_accessor :x_map # sprite's x_coordinates (in squares) (Float)
attr_accessor :y_map # sprite's y_coordinates (in squares) (Float)
attr_accessor :square_y # sprite's y_coordinates (in squares) (Integer)
attr_accessor :priority # sprite's priority
attr_accessor :animated # True if animated
attr_accessor :list_bitmap # list of sprite's bitmaps (Bitmap)
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
square_y_corrected = square_y
y_intermediate = 32 * y_map - $game_temp.pivot - $game_map.display_y / 4
y_intermediate_reference = y_intermediate
# if vertical looping
if $game_system.loop_y
y_intermediate = (y_intermediate + $game_temp.height / 2) %
$game_temp.height - $game_temp.height / 2
if y_intermediate_reference < y_intermediate
	square_y_corrected = square_y + $game_map.height
elsif y_intermediate_reference > y_intermediate
	square_y_corrected = square_y - $game_map.height
end
end
self.y = ($game_temp.distance_h * y_intermediate *
$game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
$game_temp.sin_angle) + $game_temp.pivot
if y < $game_temp.height_limit
# hide the sprite if it is beyond the horizon's line
self.opacity = 0
return
end
self.opacity = 255
if $scene.spriteset != nil and $scene.spriteset.tilemap.is_a?(Tilemap_mode7)
opacity_values = $scene.spriteset.tilemap.opacity_values
tone_values = $scene.spriteset.tilemap.tone_values
if opacity_values.has_key?(y)
	self.opacity = opacity_values[y]
	self.tone = tone_values[y]
end
end
self.zoom_x = $game_temp.slope_value * y + $game_temp.corrective_value
self.zoom_y = zoom_x
x_intermediate = 32 * x_map - $game_map.display_x / 4
self.x = 320 + (zoom_x * (x_intermediate - 320))
# if horizontal looping
if $game_system.loop_x
offset = ($game_map.width >= 24 ? 64 * zoom_x : 0)
l = 32 * $game_map.width * self.zoom_x
self.x = (self.x + offset) % l - offset
end
self.z = (128 * square_y_corrected - $game_map.display_y + 3) / 4 +
32 + 32 * priority
return
end
#--------------------------------------------------------------------------
# * Update bitmap for animation
# index : 0..3 : animation's index
#--------------------------------------------------------------------------
def update_animated(index)
self.bitmap = @list_bitmap[index]
end
end

#============================================================================
# ¦ Spriteset_Map
#----------------------------------------------------------------------------
# Modifications to call a mode7 map
#============================================================================

class Spriteset_Map
attr_accessor :tilemap # just to be able to access the tilemap
#--------------------------------------------------------------------------
# * Initialize Object
# Rewritten to call a map with mode7
#--------------------------------------------------------------------------
alias initialize_mode7_spriteset_map initialize
def initialize
if !$game_system.mode7
initialize_mode7_spriteset_map
return
end
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
# mode7 map
@tilemap = Tilemap_mode7.new(@viewport1, self)
@panorama = Plane.new(@viewport1)
# sprites drawn at the horizon's level have a negative z, and with a z value
# of -100000 the panorama is still below
@panorama.z = ($game_system.mode7 ? -100000 : -1000)
@fog = Plane.new(@viewport1)
@fog.z = 3000
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
update
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
if @tilemap.tileset != nil
@tilemap.tileset.dispose
for i in 0..6
	@tilemap.autotiles[i].dispose
end
end
@tilemap.dispose
@panorama.dispose
@fog.dispose
for sprite in @character_sprites
sprite.dispose
end
@weather.dispose
for sprite in @picture_sprites
sprite.dispose
end
@timer_sprite.dispose
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias update_mode7_spriteset_map update
def update
if !$game_system.mode7
update_mode7_spriteset_map
return
end
if @panorama_name != $game_map.panorama_name or
@panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
	@panorama.bitmap.dispose
	@panorama.bitmap = nil
end
if @panorama_name != ""
	@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
Graphics.frame_reset
end
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
	@fog.bitmap.dispose
	@fog.bitmap = nil
end
if @fog_name != ""
	@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset
end
# update animated tiles each 20 frames
if Graphics.frame_count % 20 == 0 and $game_system.animated
@tilemap.update_animated
end
@tilemap.update
# if the panorama is fixed
if $game_system.fixed_panorama
@panorama.ox = 0
@panorama.oy = 0
# if it is a mode7 map
else
# to have a fluent panorama scrolling
@panorama.ox = (128 * $game_map.width * $game_player.map_number_x +
$game_player.real_x) / 8
@panorama.oy = - (128 * $game_map.height * $game_player.map_number_y +
$game_player.real_y) / 32
end
@fog.zoom_x = $game_map.fog_zoom / 100.0
@fog.zoom_y = $game_map.fog_zoom / 100.0
@fog.opacity = $game_map.fog_opacity
@fog.blend_type = $game_map.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
for sprite in @character_sprites
sprite.update
end
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport3.color = $game_screen.flash_color
@viewport1.update
@viewport3.update
end
end
#============================================================================
# This script adds a kind of depth for the maps.
# Written by MGCaladtogel
# English version (24/04/08)
#==============================================================================
# ¦ Game_Switches
#==============================================================================
class Game_Switches
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_game_player initialize
def initialize
initialize_mode7_game_player
self[$enable_mode7_number] = true
end
end

#============================================================================
# ¦ Scene_Map
#============================================================================
class Scene_Map
attr_accessor :spriteset # just need to access the spriteset
end

#============================================================================
# ¦ Data_Autotiles
#----------------------------------------------------------------------------
# Creates the set of tiles from an autotile's file
#============================================================================

class Data_Autotiles < Bitmap
# data list to form tiles from an atotiles file
Data_creation = [[27,28,33,34],[5,28,33,34],[27,6,33,34],[5,6,33,34],
[27,28,33,12],[5,28,33,12],[27,6,33,12],[5,6,33,12],[27,28,11,34],
[5,28,11,34],[27,6,11,34],[5,6,11,34],[27,28,11,12],[5,28,11,12],
[27,6,11,12],[5,6,11,12],[25,26,31,32],[25,6,31,32],[25,26,31,12],
[25,6,31,12],[15,16,21,22],[15,16,21,12],[15,16,11,22],[15,16,11,12],
[29,30,35,36],[29,30,11,36],[5,30,35,36],[5,30,11,36],[39,40,45,46],
[5,40,45,46],[39,6,45,46],[5,6,45,46],[25,30,31,36],[15,16,45,46],
[13,14,19,20],[13,14,19,12],[17,18,23,24],[17,18,11,24],[41,42,47,48],
[5,42,47,48],[37,38,43,44],[37,6,43,44],[13,18,19,24],[13,14,43,44],
[37,42,43,48],[17,18,47,48],[13,18,43,48],[13,18,43,48]]
attr_accessor :number # autotile's number to identify it
attr_accessor :animated # TRUE if the autotile is animated
#--------------------------------------------------------------------------
# * Initialize Object
# file : autotiles file's bitmap (Bitmap)
# l : 0..3 : pattern's number for animated autotiles
#--------------------------------------------------------------------------
def initialize(file, l)
super(8*32, 6*32)
create(file, l)
end
#--------------------------------------------------------------------------
# * Create the tiles set
# file : autotiles file's bitmap (Bitmap)
# l : 0..3 : pattern's number for animated autotiles
#--------------------------------------------------------------------------
def create(file, l)
l = (file.width > 96 ? l : 0)
self.animated = (file.width > 96)
for i in 0..5
for j in 0..7
	data = Data_creation[8 * i + j]
	for number in data
		number -= 1
		m = 16 * (number % 6)
		n = 16 * (number / 6)
		blt(32 * j + m % 32, 32 * i + n % 32, file,
		Rect.new(m + 96 * l, n, 16, 16))
	end
end
end
end
end

#============================================================================
# ¦ Data_Vertical_Sprites
#----------------------------------------------------------------------------
# Create a list of vertical sprites for the three layers of a map
# "V" for "Vertical" in the script
# "num" for "number"
#============================================================================

class Data_Vertical_Sprites
attr_accessor :list_sprites_V # list of vertical sprites
attr_accessor :list_sprites_V_animated # list of animated vertical sprites
#--------------------------------------------------------------------------
# * A little method to compare terrain_tags
# value : tile's ID
# num : reference terrain_tag's value
#--------------------------------------------------------------------------
def suitable?(value, num)
return ($game_map.terrain_tags[value] == num)
end
#--------------------------------------------------------------------------
# * This algorithm scans each layer and create a sprites formed by tiles
# in contact
# viewport : Viewport
#--------------------------------------------------------------------------
def initialize(viewport)
@viewport = viewport
# lists initialization
self.list_sprites_V = []
self.list_sprites_V_animated = []
# @num_tiles : list of tiles coordinates that form a vertical sprite
@num_tiles = []
# create copy of map's data
@dataV = ($game_map.data).clone
# scan each layer
for h in 0..2
# scan each row
for i in 0..$game_map.height
	# scan each column
	for j in 0..$game_map.width
		value = @dataV[j, i, h].to_i
		# if tile's terrain tag is declared to give vertical sprites
		if $terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value])
			@reference_terrain_tag = $game_map.terrain_tags[value]
			@num_tiles.push([j, i])
			# the following algorithm is so complex that I really don't know how
			# it works exactly
			list_end = 0
			length = 0
			while j + length + 1 < $game_map.width and
			suitable?(@dataV[j +length+ 1, i, h].to_i, @reference_terrain_tag)
			@num_tiles.push([j + length+ 1,i])
			length += 1
		end
		list_start = j
		list_end = length + j
		indicator = true
		row = 0
		j2 = j
		while indicator
		row += 1
		break if (i + row) == $game_map.height
		list_start2 = j2
		length2 = 0
		indicator = false
		if length >= 2
			for k in (j2 + 1)..(j2 + length -1)
				if suitable?(@dataV[k, i + row, h].to_i,
					@reference_terrain_tag)
					if !indicator
						list_start2 = k
					else
						length2 = k - list_start2
					end
					indicator = true
					@num_tiles.push([k, i + row])
				elsif !indicator
					length2 -= 1
				end
			end
		end
		if suitable?(@dataV[j2 + length, i + row, h].to_i,
			@reference_terrain_tag)
			length2 = j2 + length - list_start2
			indicator = true
			@num_tiles.push([j2 + length, i + row])
			length3 = 1
			while j2 + length + length3 < $game_map.width and
			suitable?(@dataV[j2 + length + length3, i + row, h].to_i,
			@reference_terrain_tag)
			@num_tiles.push([j2 + length + length3, i + row])
			length3 += 1
			length2 += 1
			if j2 + length + length3 > list_end
				list_end = j2 + length + length3
			end
		end
	end
	if suitable?(@dataV[j2, i + row, h].to_i, @reference_terrain_tag)
		list_start3 = list_start2 - j2
		length2 = length2 + list_start3
		list_start2 = j2
		indicator = true
		@num_tiles.push([j2, i + row])
		length3 = 1
		while j2 - length3 >= 0 and
		suitable?(@dataV[j2 - length3, i + row, h].to_i,
		@reference_terrain_tag)
		@num_tiles.push([j2 - length3, i + row])
		length3 += 1
		length2 += 1
		list_start2 -= 1
		if list_start2 < list_start
			list_start = list_start2
		end
	end
end
length = length2
j2 = list_start2
end
row -= 1
# create a bitmap and a sprite from the tiles listed in @num_tiles
create_bitmap(i, list_start, row, list_end - list_start, h)
# clear the used tiles
clear_data(h)
# reinitialize the list of tiles
@num_tiles = []
end
end
end
end
end
#--------------------------------------------------------------------------
# * Clear the used data to prevent from reusing them
# layer : current scanned layer
#--------------------------------------------------------------------------
def clear_data(layer)
for num in @num_tiles
@dataV[num[0], num[1], layer] = 0
end
end
#--------------------------------------------------------------------------
# * Create a Bitmap from the listed tiles in @num_tiles and its associated
# sprite (Sprite_V)
# row : start row's value
# column : start column's value
# height : sprite's height (in tiles)
# width : sprite's width (in tiles)
# layer : current scanned layer
#--------------------------------------------------------------------------
def create_bitmap(row, column, height, width, layer)
bmp = Bitmap.new(32*(1+width), 32*(1+height))
rect = Rect.new(0, 0, 32, 32)
@num_tiles.sort! {|a, b| -(a[1] - b[1])}
sprite = Sprite_V.new(@viewport)
# initialize sprite's attributes
sprite.animated = false
sprite.list_bitmap = []
# draw the bitmap
for tile_coordinates in @num_tiles
value = @dataV[tile_coordinates[0], tile_coordinates[1], layer].to_i
# if tile is a normal tile
if value > 383
bitmap = RPG::Cache.tile($game_map.tileset_name, value, 0)
else # tile is an autotile
file = (value / 48) - 1
num_file = 4 * file
if !sprite.animated
autotile_name = $game_map.autotile_names[file]
fichier = RPG::Cache.autotile(autotile_name)
sprite.animated = (fichier.width > 96 ? true : false)
end
bitmap = RPG::Cache.autotile_base(num_file, value)
end
bmp.blt(32 * (tile_coordinates[0] - column),
32 * (tile_coordinates[1] - row), bitmap, rect)
end
sprite.list_bitmap.push(bmp)
# create 3 additionnal bitmaps for animated sprites
if sprite.animated
for j in 1..3
bmp = Bitmap.new(32 * (1 + width), 32 * (1 + height))
for tile_coordinates in @num_tiles
value = @dataV[tile_coordinates[0], tile_coordinates[1], layer].to_i
if value > 383
bitmap = RPG::Cache.tile($game_map.tileset_name, value, 0)
else
num_file = 4 * ((value / 48) - 1)
bitmap = RPG::Cache.autotile_base(num_file + j, value)
end
bmp.blt(32 * (tile_coordinates[0] - column),
32 * (tile_coordinates[1] - row), bitmap, rect)
end
sprite.list_bitmap.push(bmp)
end
end
value = @dataV[@num_tiles[0][0], @num_tiles[0][1], layer].to_i
# set sprite's priority
sprite.priority = $game_map.priorities[value]
# set sprite's coordinates (in squares (32 * 32 pixels))
sprite.x_map = (column.to_f) + bmp.width / 64
sprite.x_map += 0.5 if width % 2 == 0
sprite.y_map = (row + height).to_f + 0.5
sprite.square_y = sprite.y_map.to_i # Integer
# set the y_pivot (intersection between the map and the sprite)
sprite.oy = bmp.height - 16
sprite.ox = bmp.width / 2
sprite.bitmap = sprite.list_bitmap[0]
self.list_sprites_V.push(sprite)
self.list_sprites_V_animated.push(sprite) if sprite.animated
end
end

#============================================================================
# ¦ RPG::Cache_Tile
#----------------------------------------------------------------------------
# The tiles resulting in a superimposing of several tiles are kept in memory
# for a faster call
# valueX : tile's ID
#============================================================================

module RPG
module Cache_Tile
@cache = {}
#------------------------------------------------------------------------
# * Superimposing of two tiles, offset = pattern's number for animated
# autotiles
#------------------------------------------------------------------------
def self.load(value1, value2, offset=0)
if not @cache.include?([value1, value2, offset])
bitmap = Bitmap.new(32, 32)
rect = Rect.new(0, 0, 32, 32)
if value1 > 383 # normal tile
bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value1, 0),
rect)
else # autotile
num = 4*((value1 / 48) - 1) + offset
bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value1), rect)
end
if value2 > 383 # normal tile
bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value2, 0),
rect)
else # autotile
num = 4*((value2 / 48) - 1) + offset
bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value2), rect)
end
@cache[[value1, value2, offset]] = bitmap
end
@cache[[value1, value2, offset]]
end
#------------------------------------------------------------------------
# * Superimposing of three tiles
#------------------------------------------------------------------------
def self.load2(value1, value2, value3, offset = 0)
if not @cache.include?([value1, value2, value3, offset])
bitmap = Bitmap.new(32, 32)
rect = Rect.new(0, 0, 32, 32)
if value1 > 383 # normal tile
bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value1, 0),
rect)
else # autotile
num = 4*((value1 / 48) - 1) + offset
bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value1), rect)
end
if value2 > 383 # normal tile
bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value2, 0),
rect)
else # autotile
num = 4*((value2 / 48) - 1) + offset
bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value2), rect)
end
if value3 > 383 # normal tile
bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value3, 0),
rect)
else # autotile
num = 4*((value3 / 48) - 1) + offset
bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value3), rect)
end
@cache[[value1, value2, value3, offset]] = bitmap
end
@cache[[value1, value2, value3, offset]]
end
#------------------------------------------------------------------------
# * Clear the Cache
#------------------------------------------------------------------------
def self.clear
@cache = {}
GC.start
end
end
end

#============================================================================
# ¦ RPG::Cache_Carte
#----------------------------------------------------------------------------
# Maps drawn with mode7 are kept in memory to have a faster call the next
# times they need to be drawn
#============================================================================

module RPG
module Cache_Carte
@cache = {}
#------------------------------------------------------------------------
# * Check if the map is in the Cache
# map_id : map's ID
#------------------------------------------------------------------------
def self.in_cache(map_id)
return @cache.include?(map_id)
end
#------------------------------------------------------------------------
# * Return the map's drawing (Bitmap)
# map_id : map's ID
# num : pattern's number for animated autotiles
#------------------------------------------------------------------------
def self.load(map_id, num = 0)
return @cache[map_id][num]
end
#------------------------------------------------------------------------
# * Save the map's drawing in the Cache
# map_id : map's ID
# bitmap : map's drawing (Bitmap)
# num : pattern's number for animated autotiles
#------------------------------------------------------------------------
def self.save(map_id, bitmap, num = 0)
@cache[map_id] = [] if !self.in_cache(map_id)
@cache[map_id][num] = bitmap
end
#------------------------------------------------------------------------
# * Clear the Cache
#------------------------------------------------------------------------
def self.clear
@cache = {}
GC.start
end
end
end

#============================================================================
# ¦ RPG::Cache
#----------------------------------------------------------------------------
# The tiles from autotiles files are kept in memory for a faster call
#============================================================================

module RPG
module Cache
#------------------------------------------------------------------------
# * Check if the map is in the Cache
# num : autotiles file's ID
# value : tile's ID
#------------------------------------------------------------------------
def self.autotile_base(num, value)
key = [num, value]
if not @cache.include?(key) or @cache[key].disposed?
@cache[key] = Bitmap.new(32, 32)
num_tile = value % 48
sx = 32 * (num_tile % 8)
sy = 32 * (num_tile / 8)
rect = Rect.new(sx, sy, 32, 32)
@cache[key].blt(0, 0, self.load_autotile(num), rect)
end
@cache[key]
end
#------------------------------------------------------------------------
# * Save the tile's drawing in the Cache
# bitmap : tile's drawing (Bitmap)
# key : tile's ID
#------------------------------------------------------------------------
def self.save_autotile(bitmap, key)
@cache[key] = bitmap
end
#------------------------------------------------------------------------
# * Return the tile's drawing (Bitmap)
# key : tile's ID
#------------------------------------------------------------------------
def self.load_autotile(key)
@cache[key]
end
end
end

#============================================================================
# ¦ RPG::MapInfo
#============================================================================

class RPG::MapInfo
# defines the map's name as the name without anything within brackets,
# including brackets
def name
return @name.gsub(/\[.*\]/) {""}
end
#--------------------------------------------------------------------------
# the original name with the codes
def name2
return @name
end
end

#============================================================================
# ¦ Game_Temp
#----------------------------------------------------------------------------
# Add attributes to this class / Avoid using too many global variables
#============================================================================

class Game_Temp
attr_accessor :pivot # screenline's number of the slant's pivot
attr_accessor :cos_angle # cosinus of the slant's angle
attr_accessor :sin_angle # sinus of the slant's angle
attr_accessor :height_limit # horizon's line
attr_accessor :distance_h # distance between the map's center and the vanishing point
attr_accessor :slope_value # intermediate value
attr_accessor :corrective_value # intermediate value
attr_accessor :height # map's height (in pixel)
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_game_temp initialize
def initialize
initialize_mode7_game_temp
self.pivot = 0
self.cos_angle = 0.0
self.sin_angle = 0.0
self.height_limit = 0
self.distance_h = 0
self.slope_value = 0.0
self.corrective_value = 0.0
self.height = 0
end
end

 

 



Bugs e Conflitti Noti


 

Io stesso non l ho ancora provato perche sono in inghilterra, se non funge, potete cancellare pure il topic











EDIT: OPPPS! hO FATTO UNA CAZ...A!!Lo aveva gia postato marigno!! Chiedo la cancellazione della discusasione.

Edited by Flame

Bazar:

Clicca qui!!

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