#======================================
# ■ Anti Event Lag Script
#======================================
#  By: Near Fantastica
#   Date: 12.06.05
#   Version: 3
#======================================
#======================================
# ■ Game_Map
#======================================

class Game_Map
#--------------------------------------------------------------------------
def in_range?(object)
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if object.real_x <= screne_x - 128
return false if object.real_x >= screne_width + 128
return false if object.real_y <= screne_y - 128
return false if object.real_y >= screne_height + 128
return true
end
#--------------------------------------------------------------------------
def update
if $game_map.need_refresh
  refresh
end
if @scroll_rest > 0
  distance = 2 ** @scroll_speed
  case @scroll_direction
  when 2
    scroll_down(distance)
  when 4
    scroll_left(distance)
  when 6  
    scroll_right(distance)
  when 8  
    scroll_up(distance)
  end
  @scroll_rest -= distance
end
for event in @events.values
  if in_range?(event) or event.trigger == 3 or event.trigger == 4
    event.update
  end
end
for common_event in @common_events.values
  common_event.update
end
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
if @fog_tone_duration >= 1
  d = @fog_tone_duration
  target = @fog_tone_target
  @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
  @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
  @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
  @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
  @fog_tone_duration -= 1
end
if @fog_opacity_duration >= 1
  d = @fog_opacity_duration
  @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
  @fog_opacity_duration -= 1
end
end
end

#======================================
# ■ Spriteset_Map
#======================================

class Spriteset_Map
#--------------------------------------------------------------------------
def in_range?(object)
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if object.real_x <= screne_x - 128
return false if object.real_x >= screne_width + 128
return false if object.real_y <= screne_y - 128
return false if object.real_y >= screne_height + 128
return true
end
#--------------------------------------------------------------------------
def update
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
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
@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
i=0
for sprite in @character_sprites
  if sprite.character.is_a?(Game_Event)
    if in_range?(sprite.character) or sprite.character.trigger == 3 or sprite.character.trigger == 4
      sprite.update
      i+=1
    end
  else
    sprite.update
    i+=1
  end
end
#p i
@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