Getting around

*For moving between maps via doors or teleports, see Map transfers.*
*For connecting two maps together to allow walking from one to the other, see Connecting maps.*
*For things that block the player's progress, see Obstacles.*
*For ways to overcome some obstacles, see Using moves outside battle.*
This page describes the various ways the player can **move around** the maps.

## Walking and running

The player can walk around from the start of the game. Running, however, requires a pair of running shoes. These are not an item, but rather a boolean variable that allows running in the game. To allow the player to run, give them the running shoes by using the following line of code:

```
$player.has_running_shoes = true

```

To run, press and hold the Run button while moving (or tap it to toggle running depending on the relevant option in the Options screen). While running, the player's graphic changes (see Player for how to define which graphic this is). The player can run anywhere (except if they are cycling, surfing or diving, obviously).

Walking, running and cycling speeds are set in `def set_movement_type` in the script section **Game\_Player**. By default, walking speed is 3 (0.25 seconds per tile moved), running speed is 4 (0.125 seconds per tile), and cycling speed is 5 (0.1 seconds per tile). The highest speed that Essentials supports without messing with other things (like touch events) is 6 (0.05 seconds per tile).

## Cycling

Riding a bicycle is quicker than running, and is mandatory on some maps (e.g. Cycling Road). Such maps will have the "BicycleAlways" map metadata set.

The player can only cycle in outdoor maps, and also in any maps that have the "BicycleAlways" or "Bicycle" map metadata set to TRUE. The player will automatically dismount if they enter a map in which they cannot cycle, and at the end of each battle. The player cannot cycle into really tall grass, and cannot mount their bicycle while in it. Also, the player cannot mount their bicycle if they have a follower.

While cycling, the player's graphic changes (see the page Player for how to define this graphic). While cycling, the variable `$PokemonGlobal.bicycle` is TRUE.

You can force the player to get on their bicycle by using `pbMountBike`, and force them off again with `pbDismountBike` (although you shouldn't ever need to).

When entering a "BicycleAlways" map, mounting is done automatically. Note that the player will mount a bicycle even if they don't have one in their Bag. Because of this, the player's transfer onto that map should include a check (e.g. by an NPC) to see whether the player has a bicycle, and to only let them through to the "BicycleAlways" map if they do.

## Surfing

Surfing is the only way to travel over water. This is done by having a party Pokémon use the move Surf, which requires that the player have the appropriate Gym Badge that allows it. The player cannot surf if they have any followers (e.g. partner trainers).

Water is defined as any tiles with a terrain tag of either 5 (deep water), 6 (still water), 7 (normal water), 8 (waterfall) or 9 (waterfall crest).

While surfing, the player's graphic changes (see the page Player for how to define this graphic). Surfing speed is the same as running speed. While surfing, the variable `$PokemonGlobal.surfing` is TRUE.

## Diving

The player can go underwater by diving into deep patches of water. This is done by having a party Pokémon use the move Dive (while surfing), which requires that the player have the appropriate Gym Badge that allows it. The player must also be on a tile with a terrain tag of 5 (deep water).

While underwater, the player can use the move Dive to surface again. They can only do so if the corresponding spot on the surface map is a place they could dive down from.

While diving, the player's graphic changes (see the page Player for how to define this graphic). Diving speed is the same as walking speed.

See Obstacles for more information on how to set up diving areas.

## Other movement

*Main article: Map transfers*
The player may also change their location by using a move (e.g. Teleport, Fly), using an item (e.g. Escape Rope), by passing through a door into a building, by stepping onto a warp tile and so forth.

When entering some maps, a message window will appear in the upper left of the screen announcing the name of the map. This is the location signpost.

## Tips

* You could allow running from the very start of the game, to relieve the player's frustration caused by being stuck at walking speed for the first section of your game before they are given their running shoes.
* You could allow the use of the run button while cycling/surfing/diving, to allow even faster movement.