02-25-2017, 04:54 AM
BUMP
to version 9.2
First, lemme say *STUPID STUPID STOOOOPID* .
I set up the method called 'vehicle_passable?' to test events to see if you can pass through them or not. However, I neglected to ensure a 'false' flag if all other conditions were ignored. I needed a new line after the other conditions to return a 'false' value ... to block the vehicle.
The initial code initially read like this around line 543:
Code:
if tile_id >= 0 and event != self_event and
event.x == x and event.y == y and not event.through
return false if @passages[tile_id] & bit != 0
return false if @passages[tile_id] & 0x0f == 0x0f
return true if @priorities[tile_id] == 0
end
It should now read thus:
Code:
if tile_id >= 0 and event != self_event and
event.x == x and event.y == y and not event.through
return false if @passages[tile_id] & bit != 0
return false if @passages[tile_id] & 0x0f == 0x0f
return true if @priorities[tile_id] == 0
return false unless $game_system.vehicle_character.nil?
end
Yep, the last line returns a 'false' result saying the event cannot be walked through, but with an extra stipulation (if the vehicle exists... not nil).
The credits list now includes Sujabes467 for discovering and reporting the bug.