It hasn't been long at all. But it is now time to give The Lycan ABS a new... BUMP! to Version 11.7 First, there is a fix I needed to make. I never took into account the original movement type (fixed, random, etc) for the enemies prior to them detecting a target. They wandered, even if I set them to be fixed in place. That made specific positioning of an enemy haphazard if I wanted specific areas guarded. I had already fixed an area which checks to see if the enemy is frozen in place by a status ailment. Originally I named it 'update_enemy_event_movement_frozen?', it is now 'update_enemy_event_movement_type'. In fact, the 'update_enemy_event_movement_type' method is a blessing as I added more than just the freeze state and predefined move type state. If the enemy had fought and (possibly) lost track of a target (either killed it or just cannot see/hear it anymore), it may either return to its original movement style or switch to a wandering enemy mode. In order to switch it to a wandering monster (aka RANDOM MOVEMENT), the game designer need only work with the 'Personality' comment already available.... just use Personality  ^_^. And... don't you hate it when you want some stupid guard event to walk up and down a corridor and he sees you for a time... but doesn't return to his original 'up and down the corridor' pattern? Yeah... stupid guard. Can't remember to walk the beat. He can't even remember where his station even was!!! Oh, wait. Set a personality value of 10, and he will! Yep, you can also just use Personality , and you can set up a guard or enemy event to return to their point of origin. And to add a bit more panache, any event with a custom move route will restart from the beginning, so you don't have to worry about it trying to move left into a wall because your old custom move route said so! It restart! But... it does override the Personality  option, only going with the originally planned move route the event is designed to use. That being said, there is a new command to the Force Movement system which lets the game designer script out what an event does by using script commands in an actual map event. This overlooked system in itself allows for a more painstakingly detailed bit of combat. So yes, while you have been able to make events move and attack by literally using map events to control things, you can now make enemies move by use of the new $ABS.update_enemy_force_pathfind command.