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MZ [SOLVED] Vehicles ignoring Region Ruling? (VisuStella Event Move Core)

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MZ [SOLVED] Vehicles ignoring Region Ruling? (VisuStella Event Move Core)
  • Original author: Nowis-337
  • Original date: February 20, 2021
  • Source thread: https://forums.rpgmakerweb.com/threads/solved-vehicles-ignoring-region-ruling-visustella-event-move-core.133623/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

Hello all! I am have a little trouble keeping my boats and ships to stay in the water with the VisuStella Event Move Core - Region Rulings function. To my understanding, "walk allow" should only allow walking sprites to enter - which I've set to Region 1 in the example below. Region 1 under "Boat forbid" and "Ship forbid" should in theory stop the vehicle from entering the region. However, during playtest, the ship just sails right over the land marked by Region 1.

Archived First Post

Hello all!

I am have a little trouble keeping my boats and ships to stay in the water with the VisuStella Event Move Core - Region Rulings function.

To my understanding, "walk allow" should only allow walking sprites to enter - which I've set to Region 1 in the example below. Region 1 under "Boat forbid" and "Ship forbid" should in theory stop the vehicle from entering the region.

However, during playtest, the ship just sails right over the land marked by Region 1.

To me, it seems like the boat and ship are allowed to travel through all the same regions set to 'allow' for the walking player.

Has anyone run into this issue?

(Plugins are straight from the latest Visustalla update (19/2/21) and corescripts are v1.1.1)

Update:
VisuStella have kindly fixed this issue with the Event Move Core update - Version 1.20: February 26, 2021. Thank you for all your hard work!

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