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Henlo, all!

I've been trying to wrap my head around a problem I've had for a little while now.

I have an npc event running around a point in a continuous circle. But, whenever I walk the player character infront of this npc, they dead stop, which is what I want. However, the issue comes when the player steps out of the npc's way. They just sit there, their loop cycle apparently broken.
I know that "Skip if cannot move" works, but that completely wrecks the perfect circular path I have them on, spiralling them into the far reaches of the map.

What I need is a way for the npc to stop when they walk into the player, and then after continue their cycle when the player leaves like it never happened. The most apt example of what I want, in case I'm explaining myself poorly, is something similar to Mr. Briney's house in the Gen 3 pokemon games, where the old man is chasing his wingull around the table. I'd always have fun walking the middle of his chase, blocking the two from moving. They'd always go back to chasing after I got out of their way.

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