@Hudell, I know you said you wouldn't change this plugin anymore, but I was wondering if there was a way to do what I need to do...
I've employed this lovely plugin to simulate character paths, to give locations a sense of life instead of perpetually stuck characters.
That being said, there's a problem: when talking to NPCs, they won't stop. They continue walking away after I initiate a conversation. Now, as I use Galv's popup message combined with branching dialogue, it essentially turns into my characters holding a conversation with the NPC to the point where she is off-screen, the message is off screen and so are the dialogue choices.
I -could- set it up using a normal route and mapping out movements, but I'm using YEP's plugin to remember event locations- so that when the player re-enters the screen, the event is where they last left it... but their move route resets, so it starts from scratch and the NPC ends up lodged in a weird corner of the screen because the directions no longer map its starting route. The upside of having the MoveCharacterTo plugin is that, even if the movement route resets, the character navigates to the first location, then the second, but it does so creating a new path so it doesn't really looked that staged.
Is there any way we could modify the plugin to have the choice to pause the movement direction when the event is being interacted with, and have it pick up from where it left after event processing is done? I'll understand if you don't want to touch this plugin again, but I thought I'd ask just in case.