Hey, I popped that in the Game_Character class and it does the trick.
Thanks a lot for doing that. Much appreciated!
The only problem is I still want to have solid events at the same time.
Is it possible to use this code in place of the normal "through" code option instead of relying on a switch?
I suppose the best solution for me would be to make it so events pass one another (but not tiles) if BOTH of them are set to [Through]...
Example: If event moving to x/y "through" = true AND the event already at x/y "through" = true THEN passibility RETURN true.
I tried another thing. I set the event I wanted to be solid to a tile (with no passability) instead of a character and that worked. The only
issue then was while events couldn't pass it, it could pass through other events still.