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MVMV/MZ Improved Pathfinding

BMM Archive · July 3, 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: MV/MZ Improved Pathfinding
  • Original author: Solar_Flare
  • Original date: May 25, 2026
  • Source thread: https://forums.rpgmakerweb.com/threads/improved-pathfinding.183806/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMZ)

Summary

SFG_ImprovedPathfinding by Solarflare Software​ Introduction The default pathfinding used when navigating with the mouse is really bad for maps with lots of twisty passages, and it doesn't properly handle a number of edge cases such as bridges or "pseudo-obstacles" (ie, obstacles that'll go away the moment you interact with them, like a door you can open).

Archived First Post

SFG_ImprovedPathfinding
by Solarflare Software

Introduction

The default pathfinding used when navigating with the mouse is really bad for maps with lots of twisty passages, and it doesn't properly handle a number of edge cases such as bridges or "pseudo-obstacles" (ie, obstacles that'll go away the moment you interact with them, like a door you can open).

This plugin improves the algorithm and offers a plethora of customization options for the pathfinding. What it does not do, however, is apply any of this to the movement of events. If you need smarter movement for events, you can use script calls to make events use the pathfinding, or find another plugin that's complementary to this one, such as Shaz's Smart Pathfinding.

Features

  • Fine-tune the accuracy of the pathfinding to better fit your maps. For example, this can allow pathing to work even in a complex maze as long as a path exists.
  • Support pathfinding through teleportation events that do not change the map – the pathfinder will recognize that the teleporter is the shortest path and move towards it, though it will stop after passing through.
  • Pathfinding can be configured avoid various soft obstacles, such as damaging floors, ladders, bush tiles, specific regions or terrain tags, transfer evens that change the map, or even unusual objects represented by custom events. You can specify how hard it tries to avoid these things by customizing the cost of entering each one.
  • Pathfinding can understand the presence of bridges – tiles that can be walked either over or under, depending on which side you enter from. Supports 3 different common ways of creating bridges – tileset swaps, events, and the OverpassTile plugin.
  • Pathfinding can be configured to chase the event clicked on as it moves, instead of sending the party to the location the event was on when first clicked.
  • Pathfinding can be configured to understand one-way passages controlled by events, or passages where one direction is easier than the other.
  • Events can be configured to not interrupt pathfinding when the player crosses through them. Useful for doors for example.

How to Use

Simply download the plugin file and install it in the plugin manager underneath SFG_Utils (which must be downloaded separately). It's plug and play, so you can try it out right away. There are several parameters that can be customized and various note tags; these are all documented in the plugin help.

Download

You can download it either from the forum attachment or from itch.io.

Terms of Use
  • You can use this plugin in commercial or non-commercial games, free of charge.
  • If you use this plugin, you must mention me in your game's credits. You can do so as "Solar Flare" or "Solarflare Software".
  • Feel free to modify the plugin however you need for your game. However, if you modify it, you must add your name to the @author field (leaving my name in as well) so that it's clear that it was modified. You may distribute the modified version either privately among team members or publicly alongside your game, but you may not post the modified version publicly on its own.

Features Mentioned

  • Fine-tune the accuracy of the pathfinding to better fit your maps. For example, this can allow pathing to work even in a complex maze as long as a path exists.
  • Support pathfinding through teleportation events that do not change the map – the pathfinder will recognize that the teleporter is the shortest path and move towards it, though it will stop after passing through.
  • Pathfinding can be configured avoid various soft obstacles, such as damaging floors, ladders, bush tiles, specific regions or terrain tags, transfer evens that change the map, or even unusual objects represented by custom events. You can specify how hard it tries to avoid these things by customizing the cost of entering each one.
  • Pathfinding can understand the presence of bridges – tiles that can be walked either over or under, depending on which side you enter from. Supports 3 different common ways of creating bridges – tileset swaps, events, and the OverpassTile plugin.
  • Pathfinding can be configured to chase the event clicked on as it moves, instead of sending the party to the location the event was on when first clicked.
  • Pathfinding can be configured to understand one-way passages controlled by events, or passages where one direction is easier than the other.
  • Events can be configured to not interrupt pathfinding when the player crosses through them. Useful for doors for example.

Downloads / Referenced Files

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License / Terms Note

Terms of Use You can use this plugin in commercial or non-commercial games, free of charge. If you use this plugin, you must mention me in your game's credits. You can do so as "Solar Flare" or "Solarflare Software". Feel free to modify the plugin however you need for your game. However, if you modify it, you must add your name to the @author field (leaving my name in as well) so that it's clear that it was modified. You...

Creator Claims / Removal

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