Spielerando

Clicking a person makes the hero walk into them instead of stopping to talk

With point-and-click walking, the path leads to the spot you clicked, but a villager, a statue or a big gate should end the walk at a polite distance, facing it. And a target that wanders must not make the hero recalculate its route every frame. Here is where to cut the route.

Why this works

You walk toward a person to talk to them, not to stand inside them. Ending the walk at the first spot where talking is possible matches that purpose, and a bigger target means stopping farther away, just as in real life.

When not to use it

Do not stop short when the click means a place, such as a spot on the floor, a chair to sit on or a tile to stand on. There the hero should walk all the way to the exact point.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 37 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Clicking a person makes the hero walk into them instead of stopping to talk" (read_entry rpg-click-to-move-stop-at-reach) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP