@rexrainbow, thanks for your help. I finally got it working! The first few times I tried to make it work, the function became messy. But during the debugging I started to understand how slg_movement's moving path function worked, and I came up with something more straightforward, and something that I could read and maintain later.
Like you suggested, Board.NeighborUID2DIR was used to get 'check direction', used a 2-dim array to get the 'reverse direction', corner1 (left of direction), and corner2 (right of direction).
Then I made 2 checks: first check is destination Tile; if an edge exists the 'reverse direction', or any of the reverse direction 'corners', it means tile is inaccessible: movement is blocked (cost = -1).
Second check is PreTile: if edge exists in the 'check direction' of PreTile, or any of the check direction corners, then movement is blocked.
Else, default variable cost value of 1 is used.
Again, thanks for this suite of plugins you've made. Although at the beginning it was hard to use because I didn't quite understand how it worked 'under the hood', now that I have more experience with it, it is getting easier to tweak and get specific results, making it a powerful tool.
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