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Hey guys,

I currently have a problem with a jump system, where it is possible for events to fall on eachother.

Basically what i have done to check whether the player is on the same coordinates as an event is
Code:
!$gamePlayer.canPass($gamePlayer.x, $gamePlayer.y)
So that whenever the player is on the same location as an event, or a wall, the game will recognize that and push the player off.
But ive also wanted to do that with an event on event, and ive tried
Code:
!$gameMap.event(this._eventId).canPass($gameMap.event(this._eventId).x, $gameMap.event(this._eventId).y)
But in this scenario the game seemingly also counts the event the script is run from, so no matter if the event is sitting on another event or not, its always active.
My question is: is there a way to still have the active event detect whether or not theyre on the same coordinates as another event, without the game counting the active event as an obstruction?

Thanks in advance

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