Adaptive event movement
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: Adaptive event movement
- Original author: Diraan
- Original date: October 29, 2016
- Source thread: https://forums.rpgmakerweb.com/threads/adaptive-event-movement.70320/
- Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker MV Support
Summary
So I'm in the middle of creating a test-game. Right now I am trying to create a scene/town that looks something like this: 1. Player enters area 2. Player talks to NPC1, sets quest variable at 1 3. Player talks to NPC2, sets quest variable at 2
Archived First Post
So I'm in the middle of creating a test-game. Right now I am trying to create a scene/town that looks something like this:
1. Player enters area
2. Player talks to NPC1, sets quest variable at 1
3. Player talks to NPC2, sets quest variable at 2
4. Player touches EVENT1 and NPC1 stops their current movement route and runs toward the player.
I am having trouble with step 4 and, while I've found a messy workaround, I'd like to learn how to do it the proper way.
The problem is that NPC1 has a custom movement route and, because EVENT1 is triggered by the player at any time, NPC1 will not always be in the same location when the event is triggered, so a precise movement route cannot be created.
My current workaround involves using the GALV movement plugin and using the script: this.step_toward(x,y) 19 times so that NPC1 eventually ends up at player's location at EVENT1 regardless of where NPC1 started on the map.
My question is this:
Is there a clean script command (or if statement) that I can use to get NPC to just move to the desired X,Y coordinates? Maybe something like an 'if' statement where "if NPC1's location !=(x,y), then step toward (x,y)".
Protected download
1. Player enters area
2. Player talks to NPC1, sets quest variable at 1
3. Player talks to NPC2, sets quest variable at 2
4. Player touches EVENT1 and NPC1 stops their current movement route and runs toward the player.
I am having trouble with step 4 and, while I've found a messy workaround, I'd like to learn how to do it the proper way.
The problem is that NPC1 has a custom movement route and, because EVENT1 is triggered by the player at any time, NPC1 will not always be in the same location when the event is triggered, so a precise movement route cannot be created.
My current workaround involves using the GALV movement plugin and using the script: this.step_toward(x,y) 19 times so that NPC1 eventually ends up at player's location at EVENT1 regardless of where NPC1 started on the map.
My question is this:
Is there a clean script command (or if statement) that I can use to get NPC to just move to the desired X,Y coordinates? Maybe something like an 'if' statement where "if NPC1's location !=(x,y), then step toward (x,y)".
Protected download
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