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 Super Simple Vehicle System - Enhanced
#44
BUMP
to version 9.2

First, lemme say *STUPID STUPID STOOOOPID* .    Laughing + Tongue sticking out

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.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Messages In This Thread
RE: Super Simple Vehicle System - Enhanced - by DerVVulfman - 02-25-2017, 04:54 AM
Super Simple Vehicle System - Enhanced - by Jeea - 12-20-2009, 04:03 PM
Super Simple Vehicle System - Enhanced - by Jeea - 12-21-2009, 02:44 AM
Super Simple Vehicle System - Enhanced - by Ace - 02-01-2010, 11:06 PM
Super Simple Vehicle System - Enhanced - by Ace - 02-01-2010, 11:42 PM

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