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Events Acting Like Vehicles

I was browsing and located the following script: Modern Algebra's Boat/Ship Passability for Events.

Looking at this script and what it does, I thought to myself: this is spiffy, but what if...? (yes, my thoughts often end in ellipses.)

To save you all my whole Amtrac-sponsored line of thought (including derailments), I'm wondering if somebody can point me into the right portion of the scripts and help explain to me how RMVX handles the vehicles.  I know that they're a child class of Game_Character, just like Game_Event and Game_Player.  Unfortunately, it seems rather stunted.

I'm curious about the possibilities of events behaving as vehicles, anywhere from just moving like one (say, an enemy airship that could lead to combat encounters if it touches yours when both are flying) to actually becoming one (for instance, an event that behaves as a ship but will only take you between two locations, pre-scripted in a move-route, or even having two boats on non-connected oceans.)

Any help in understanding how RMVX actually makes use of the Vehicles would be greatly appreciated.
 

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