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  1.     var _Game_CharacterBase_isMapPassable = Game_CharacterBase.prototype.isMapPassable
  2.     Game_CharacterBase.prototype.isMapPassable = function(x, y, d) {
  3.         if (this.isEventRegionBlock(x, y, d) || this.isPlayerRegionBlock(x, y, d)) {
  4.             return false
  5.         }
  6.         if (this.isEventRegionAllow(x, y, d) || this.isPlayerRegionAllow(x, y, d)) {
  7.             return true
  8.         }
  9.         return _Game_CharacterBase_isMapPassable.call(this, x, y, d)
  10.     }
  11.  
  12.     Game_CharacterBase.prototype.isEvent = function() {
  13.         return false
  14.     }
  15.  
  16.     Game_CharacterBase.prototype.isPlayer = function() {
  17.         return false
  18.     }
  19.  
  20.     Game_CharacterBase.prototype.isEventRegionBlock = function(x, y, d) {
  21.         var regionId = this.getRegionId(x, y, d)
  22.         if (this.isPlayer() || this.isThrough() || (regionId === 0)) {
  23.             return false
  24.         }
  25.         if (Foundation.Regions.EventRestrict.contains(regionId)) {
  26.             return true
  27.         }
  28.         return false
  29.     }
  30.  
  31.     Game_CharacterBase.prototype.isPlayerRegionBlock = function(x, y, d) {
  32.         var regionId = this.getRegionId(x, y, d)
  33.         if (this.isEvent() || this.isThrough() || (regionId === 0)) {
  34.             return false
  35.         }
  36.         if (Foundation.Regions.PlayerRestrict.contains(regionId)) {
  37.             return true
  38.         }
  39.         return false
  40.     }
  41.  
  42.     Game_CharacterBase.prototype.isEventRegionAllow = function(x, y, d) {
  43.         var regionId = this.getRegionId(x, y, d)
  44.         if (this.isPlayer() || (regionId === 0)) {
  45.             return false
  46.         }
  47.         if (Foundation.Regions.EventAllow.contains(regionId)) {
  48.             return true
  49.         }
  50.         return false
  51.     }
  52.  
  53.     Game_CharacterBase.prototype.isPlayerRegionAllow = function(x, y, d) {
  54.         var regionId = this.getRegionId(x, y, d)
  55.         if (this.isEvent() || (regionId === 0)) {
  56.             return false
  57.         }
  58.         if (Foundation.Regions.PlayerAllow.contains(regionId)) {
  59.             return true
  60.         }
  61.         return false
  62.     }
  63.  
  64.     Game_CharacterBase.prototype.getRegionId = function(x, y, d) {
  65.         switch (d) {
  66.             case 1:
  67.                 return $gameMap.regionId(x - 1, y + 1)
  68.             case 2:
  69.                 return $gameMap.regionId(x + 0, y + 1)
  70.             case 3:
  71.                 return $gameMap.regionId(x + 1, y + 1)
  72.             case 4:
  73.                 return $gameMap.regionId(x - 1, y + 0)
  74.             case 5:
  75.                 return $gameMap.regionId(x + 0, y + 0)
  76.             case 6:
  77.                 return $gameMap.regionId(x + 1, y + 0)
  78.             case 7:
  79.                 return $gameMap.regionId(x - 1, y - 1)
  80.             case 8:
  81.                 return $gameMap.regionId(x + 0, y - 1)
  82.             case 9:
  83.                 return $gameMap.regionId(x + 1, y - 1)
  84.             default:
  85.                 return $gameMap.regionId(x, y)
  86.         }
  87.     }
  88.  
  89.     /* Game_Event */
  90.  
  91.     Game_Event.prototype.isEvent = function() {
  92.         return true
  93.     }
  94.  
  95.     /* Game_Player */
  96.  
  97.     Game_Player.prototype.isPlayer = function() {
  98.         return true
  99.     }
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