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Corrected MapFactory#isPassable?
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@@ -155,32 +155,35 @@ class PokemonMapFactory
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end
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# Similar to Game_Player#passable?, but supports map connections
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def isPassableFromEdge?(x,y)
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return true if $game_map.valid?(x,y)
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newmap = getNewMap(x,y)
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def isPassableFromEdge?(x, y)
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return true if $game_map.valid?(x, y)
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newmap = getNewMap(x, y)
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return false if !newmap
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return isPassable?(newmap[0].map_id,newmap[1],newmap[2])
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return isPassable?(newmap[0].map_id, newmap[1], newmap[2])
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end
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def isPassable?(mapID,x,y,thisEvent=nil)
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def isPassable?(mapID, x, y, thisEvent = nil)
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thisEvent = $game_player if !thisEvent
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map = getMapNoAdd(mapID)
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return false if !map
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return false if !map.valid?(x,y)
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return false if !map.valid?(x, y)
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return true if thisEvent.through
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if thisEvent==$game_player
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return false unless ($DEBUG && Input.press?(Input::CTRL)) ||
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map.passable?(x,y,0,thisEvent)
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else
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return false unless map.passable?(x,y,0,thisEvent)
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end
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for event in map.events.values
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next if event.x != x || event.y != y
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return false if !event.through && event.character_name!=""
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end
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# Check passability of tile
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if thisEvent.is_a?(Game_Player)
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if thisEvent.x == x and thisEvent.y == y
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return false if !thisEvent.through && thisEvent.character_name!=""
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return false unless ($DEBUG && Input.press?(Input::CTRL)) ||
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map.passable?(x, y, 0, thisEvent)
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else
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return false unless map.passable?(x, y, 0, thisEvent)
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end
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# Check passability of event(s) in that spot
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for event in map.events.values
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next if event.x != x || event.y != y || event == thisEvent
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return false if !event.through && event.character_name != ""
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end
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# Check passability of player
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if !thisEvent.is_a?(Game_Player)
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if $game_map.map_id == mapID && $game_player.x == x && $game_player.y == y
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return false if !$game_player.through && $game_player.character_name != ""
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end
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end
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return true
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