=begin
A4 Tile Passability Adjustment
by Fomar0153
Version 1.0
----------------------
Notes
----------------------
You know how A4 tile roofs are passable from the bottom and between themselves?
Well this stops that nonesence, not passable means not passable.

I'm not sure if there will be any unintended consquences of this script,
please let me know if you find any anomalies.
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Instructions
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Plug and Play

=end

class Game_Map
#--------------------------------------------------------------------------
# * Check Passage
# bit: Inhibit passage check bit
#--------------------------------------------------------------------------
alias a4_check_passage check_passage
def check_passage(x, y, bit)
pass = a4_check_passage(x, y, bit)
all_tiles(x, y).each do |tile_id|
if tile_id >= 5888 && tile_id <= 8191
if ((80..87).to_a + (96..103).to_a + (112..119).to_a).include?((tile_id - 2048) / 48)
return pass && airship_land_ok?(x, y)
end
end
end
pass
end
#--------------------------------------------------------------------------
# * Determine if Airship can Land
#--------------------------------------------------------------------------
def airship_land_ok?(x, y)
a4_check_passage(x, y, 0x0800) && a4_check_passage(x, y, 0x0f)
end
end