Just like InteractionEvent once was, WalkingEvent has its own list of nasty bugs. This update hopefully irons out some of the issues while giving scripters a little more freedom and control over walking.
The big stuff: If the final destination is visible on the minimap, iterate directly to that position in the path If the next position in a path is too close, iterate to the position after it (fixes some tile spamming) Added setBreakCondition(), allows scripters to break mid-path Added safety