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  1. Yanfly.RR.Game_CharacterBase_isMapPassable =
  2.     Game_CharacterBase.prototype.isMapPassable;
  3. Game_CharacterBase.prototype.isMapPassable = function(x, y, d) {
  4.     if (this.isEventRegionForbid(x, y, d)) return false;
  5.     if (this.isPlayerRegionForbid(x, y, d)) return false;
  6.     if (this.isEventRegionAllow(x, y, d)) return true;
  7.     if (this.isPlayerRegionAllow(x, y, d)) return true;
  8.     return Yanfly.RR.Game_CharacterBase_isMapPassable.call(this, x, y, d);
  9. };
  10.  
  11. Game_CharacterBase.prototype.isEvent = function() {
  12.     return false;
  13. };
  14.  
  15. Game_CharacterBase.prototype.isPlayer = function() {
  16.     return false;
  17. };
  18.  
  19. Game_CharacterBase.prototype.processRRNotetags = function() {
  20.     DataManager.processRRNotetags();
  21. };
  22.  
  23. Game_CharacterBase.prototype.isEventRegionForbid = function(x, y, d) {
  24.     if (this.isPlayer()) return false;
  25.     if (this.isThrough()) return false;
  26.     var regionId = this.getRegionId(x, y, d);
  27.     if (regionId === 0) return false;
  28.     if ($gameMap.restrictEventRegions().contains(regionId)) return true;
  29.     return false;
  30. };
  31.  
  32. Game_CharacterBase.prototype.isPlayerRegionForbid = function(x, y, d) {
  33.     if (this.isEvent()) return false;
  34.     if (this.isThrough()) return false;
  35.     var regionId = this.getRegionId(x, y, d);
  36.     if (regionId === 0) return false;
  37.     if ($gameMap.restrictPlayerRegions().contains(regionId)) return true;
  38.     return false;
  39. };
  40.  
  41. Game_CharacterBase.prototype.isEventRegionAllow = function(x, y, d) {
  42.     if (this.isPlayer()) return false;
  43.     var regionId = this.getRegionId(x, y, d);
  44.     if (regionId === 0) return false;
  45.     if ($gameMap.allowEventRegions().contains(regionId)) return true;
  46.     return false;
  47. };
  48.  
  49. Game_CharacterBase.prototype.isPlayerRegionAllow = function(x, y, d) {
  50.     if (this.isEvent()) return false;
  51.     var regionId = this.getRegionId(x, y, d);
  52.     if (regionId === 0) return false;
  53.     if ($gameMap.allowPlayerRegions().contains(regionId)) return true;
  54.     return false
  55. };
  56.  
  57. Game_CharacterBase.prototype.getRegionId = function(x, y, d) {
  58.     switch (d) {
  59.     case 1:
  60.       return $gameMap.regionId(x - 1, y + 1);
  61.       break;
  62.     case 2:
  63.       return $gameMap.regionId(x + 0, y + 1);
  64.       break;
  65.     case 3:
  66.       return $gameMap.regionId(x + 1, y + 1);
  67.       break;
  68.     case 4:
  69.       return $gameMap.regionId(x - 1, y + 0);
  70.       break;
  71.     case 5:
  72.       return $gameMap.regionId(x + 0, y + 0);
  73.       break;
  74.     case 6:
  75.       return $gameMap.regionId(x + 1, y + 0);
  76.       break;
  77.     case 7:
  78.       return $gameMap.regionId(x - 1, y - 1);
  79.       break;
  80.     case 8:
  81.       return $gameMap.regionId(x + 0, y - 1);
  82.       break;
  83.     case 9:
  84.       return $gameMap.regionId(x + 1, y - 1);
  85.       break;
  86.     default:
  87.       return $gameMap.regionId(x, y);
  88.       break;
  89.     }
  90. };
  91.  
  92. //=============================================================================
  93. // Game_Event
  94. //=============================================================================
  95.  
  96. Game_Event.prototype.isEvent = function() {
  97.     return true;
  98. };
  99.  
  100. //=============================================================================
  101. // Game_Player
  102. //=============================================================================
  103.  
  104. Game_Player.prototype.isPlayer = function() {
  105.     return true;
  106. };
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