Frolick

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I simply can't find a solution to this. The monster (the Minotaur) will take two steps, but he doesn't stop. I want him to move ONLY after the player takes two steps. And in return, the Minotaur also takes two steps while APPROACHING the player. If anyone has an answer on how I should go about making events to get this mechanic going, I'd greatly appreciate it!

Engine I'm using is RPG MV. I found the steps variable, but have no idea how to apply it to the player. The Minotaur has a specific set movement route like this.
1660087763854.png

I tried to apply the following to the Player.
1660087843715.png 1660087867346.png

The Player, however, can move freely even after more than two steps.

If you guys need anymore information from me, let me know ASAP! Thanks!!
 

TheAM-Dol

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Well first things first, the way parallel events run is infinitely. They don't just execute once and disappear, but instead loop ad infinitum, so it's better to use conditionals to set when the the movement occurs, or use commands like "erase event" (probably not the best choice for this situation) or "exit event processing". Both of these commands will end the parallel event.

You can set up conditionals either based on the character's facing direction, variables, or if a specific key is pressed.
For this instance, maybe the better solution would be to set up a controller on the monster as a parallel.
Try this: Using loops, labels and "jump to label" commands you can create a behavior. I'm not sure if this is the most efficient way, since there is a lot of checking what key the player is pressing :LZSskeptic: So maybe you can think of a better way to simplify this. Maybe figure out how to store if the player is moving into a variable and then just check whether that variable is on or off (1 or 0).
MovementController.PNG
Please note the wait 10 frames in the Wait loop. This is simply to optimize it. This is not a script that *NEEDS* to be checked every single frame, so setting a short wait at the end makes the script more efficient. I would tune this wait up or down as needed. If there is strange behavior with the monster, try adjusting the wait.
 
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