Do I need to fix anything on my end in the original script?
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console.log(msg.data);
img.onload = this.setupBars.bind(this);
img.onload = (function() { this.setupBars(); }).bind(this);
private void Fill(int x, int y)
{
if (!Map.ValidCoordinates(x, y)) return;
RPG.Tile oldTile = Map.GetTile(SelectedLayer, x, y);
if (AutotileSelected && oldTile == AutotileSelector.Tile) return;
if (!AutotileSelected && oldTile == TilesetSelector.Tiles[0]) return;
SortedSet<Point> tiles = new SortedSet<Point>(PointComparer.Singleton);
List<Point> newTiles = new List<Point>();
List<Point> newTilesCopy = new List<Point>();
Point start = new Point(x, y);
if (tiles.Add(start)) newTiles.Add(start);
int startTileX = x;
int startTileY = y;
if (EyedropperActive)
{
if (!eyedropperIsLeftCorner) startTileX -= eyedropperAreaWidth - 1;
if (!eyedropperIsTopCorner) startTileY -= eyedropperAreaHeight - 1;
}
while (newTiles.Count != 0)
{
newTilesCopy.Clear();
newTilesCopy.AddRange(newTiles);
newTiles.Clear();
foreach (var pos in newTilesCopy)
{
RPG.Tile tile = Map.GetTile(SelectedLayer, pos.X, pos.Y);
if (tile == oldTile)
{
if (EyedropperActive)
{
int dx = (pos.X - startTileX) % eyedropperAreaWidth;
int dy = (pos.Y - startTileY) % eyedropperAreaHeight;
if (dx < 0) dx += eyedropperAreaWidth;
if (dy < 0) dy += eyedropperAreaHeight;
int index = dy * eyedropperAreaWidth + dx;
var newTile = eyedropperTiles[index];
var tileChange = Map.SetTile(SelectedLayer, x, y, newTile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
else if (AutotileSelected)
{
var tileChange = map.SetTile(SelectedLayer, pos.X, pos.Y, AutotileSelector.Tile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
else
{
int dx = (pos.X - startTileX) % TilesetSelector.SelectionWidth;
int dy = (pos.Y - startTileY) % TilesetSelector.SelectionHeight;
if (dx < 0) dx += TilesetSelector.SelectionWidth;
if (dy < 0) dy += TilesetSelector.SelectionHeight;
int selectorIndex = dy * TilesetSelector.SelectionWidth + dx;
var newTile = TilesetSelector.Tiles[selectorIndex];
var tileChange = Map.SetTile(SelectedLayer, pos.X, pos.Y, newTile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
// add surrounding tiles to list
if (Map.ValidCoordinates(pos.X + 1, pos.Y))
{
var newPos = new Point(pos.X + 1, pos.Y);
if (tiles.Add(newPos)) newTiles.Add(newPos);
}
if (Map.ValidCoordinates(pos.X - 1, pos.Y))
{
var newPos = new Point(pos.X - 1, pos.Y);
if (tiles.Add(newPos)) newTiles.Add(newPos);
}
if (Map.ValidCoordinates(pos.X, pos.Y + 1))
{
var newPos = new Point(pos.X, pos.Y + 1);
if (tiles.Add(newPos)) newTiles.Add(newPos);
}
if (Map.ValidCoordinates(pos.X, pos.Y - 1))
{
var newPos = new Point(pos.X, pos.Y - 1);
if (tiles.Add(newPos)) newTiles.Add(newPos);
}
}
}
}
if (MouseDownTileChanges.Count != 0)
{
History.Add(new TileHistoryItem(Map, MouseDownTileChanges, MouseDownTileChangeDescription));
MoxieForm?.UpdateHistory();
MouseDownTileChanges.Clear();
}
}
($game_party.actors | $game_troop.enemies).each {|battler| battler.remove_states_auto}
private void UpdateEllipse()
{
if (MouseLeftButtonDown)
{
UndoTileChanges(MouseDownTileChanges);
MouseDownTileChanges.Clear();
MouseRect = Extensions.RectFromPoints(new Point(MouseStart.X * RPGData.TileSize, MouseStart.Y * RPGData.TileSize),
new Point(MouseTile.X * RPGData.TileSize, MouseTile.Y * RPGData.TileSize));
Vector2 pos = ScreenToMap(Vector2.Zero);
int startTileX = MouseStart.X;
int startTileY = MouseStart.Y;
int startX = Math.Min(MouseStart.X, MouseTile.X).Clamp(0, Map.Width - 1);
int startY = Math.Min(MouseStart.Y, MouseTile.Y).Clamp(0, Map.Height - 1);
int endX = Math.Max(MouseStart.X, MouseTile.X).Clamp(0, Map.Width - 1);
int endY = Math.Max(MouseStart.Y, MouseTile.Y).Clamp(0, Map.Height - 1);
if (EyedropperActive)
{
if (!eyedropperIsLeftCorner) startTileX -= eyedropperAreaWidth - 1;
if (!eyedropperIsTopCorner) startTileY -= eyedropperAreaHeight - 1;
}
float radX = (1 + endX - startX) / 2f;
float radY = (1 + endY - startY) / 2f;
float centerX = startX + radX;
float centerY = startY + radY;
for (int x = startX; x <= endX; x++)
{
float xrad = (0.5f + x - centerX) / radX;
for (int y = startY; y <= endY; y++)
{
float yrad = (0.5f + y - centerY) / radY;
if (xrad * xrad + yrad * yrad > 1)
continue;
if (EyedropperActive)
{
int dx = (x - startTileX) % eyedropperAreaWidth;
int dy = (y - startTileY) % eyedropperAreaHeight;
if (dx < 0) dx += eyedropperAreaWidth;
if (dy < 0) dy += eyedropperAreaHeight;
int index = dy * eyedropperAreaWidth + dx;
var newTile = eyedropperTiles[index];
var tileChange = Map.SetTile(SelectedLayer, x, y, newTile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
else if (AutotileSelected)
{
var tileChange = Map.SetTile(SelectedLayer, x, y, AutotileSelector.Tile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
else
{
int dx = (x - startTileX) % TilesetSelector.SelectionWidth;
int dy = (y - startTileY) % TilesetSelector.SelectionHeight;
if (dx < 0) dx += TilesetSelector.SelectionWidth;
if (dy < 0) dy += TilesetSelector.SelectionHeight;
int selectorIndex = dy * TilesetSelector.SelectionWidth + dx;
var newTile = TilesetSelector.Tiles[selectorIndex];
var tileChange = Map.SetTile(SelectedLayer, x, y, newTile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
}
}
}
}
QuoteFrankly, you listed 29 pretty valid reasons for it to have the score it currently has.
The product has to improve. No way around it.