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Is it possible that, since the OnMovementFailed routine is part of a behavior, it is also being interrupted?

Not sure if I understand you right: Currently the missing interruption leads to a loop of the 'GetClose' reaction, it seems, with the character permanently trying to move to a target he cannot reach.
Checking locations could be an option, but I think I'll try to use FindValidPosition first and recalculate a target position if it fails; I can use the _AttemptCounter to stop this behaviour after a few tries.

Though, still assuming this is the actual (and only) problem here. As always, when trying to do something more advanced, issues arise. Quite impressing whenever a mod finally sees the light of the day (not to mention D:OS 1 itself).


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan