Walk the player the way a key does
live_moveWalk the player a set number of cells in a chosen direction and report where they ended up and what stopped them, such as a wall, event, dialog, or scene change.
Instructions
Hold an arrow key until the player has arrived cells cells away, and answer with where they really got to and what stopped them. Use this instead of live_key whenever the intent is go-there rather than press-this: a direction press only moves the player on a frame when they are standing still, so a key press is not one step, and this waits for the steps themselves. Because it drives the engine's own input path, the things that only happen when a person walks happen here too - the party's step count, the encounter roll, an event set to player-touch. A wall, a dialog, a running event or a scene change ends the walk early and says which. Needs the RMMZLiveBridge plugin, not Allow Eval.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| cells | No | How many cells to walk (default 1) | |
| direction | Yes | Numpad direction: 2 down, 4 left, 6 right, 8 up | |
| timeoutMs | No | Give up after this long (default 8000) |