Hi
whilst ags may not cover every scenario there is generally a way to do most things.
Ideas
if the npc is following the character (not real close) why not have a region in front of the cell that if the player walks onto the npc stops following and when the player walks off the npc begins again to follow.
If using an object: Make sure npc moves far enough away from the object to stop collision detection
Code: ags
I generally use the PPC module for this.
food for thought
whilst ags may not cover every scenario there is generally a way to do most things.
Ideas
if the npc is following the character (not real close) why not have a region in front of the cell that if the player walks onto the npc stops following and when the player walks off the npc begins again to follow.
If using an object: Make sure npc moves far enough away from the object to stop collision detection
// When collision with object is detected
cLily.Walk(cLily.x,cLily.y +20, eBlock, eWalkableAreas); // Or whatever x y distance you want
I generally use the PPC module for this.
food for thought