I'm sorry, I don't know torque. However it is coming fairly easy to me so far, and I'm a few gold short of a heataxe.
The graphic for the movement zone has been created, along with functions to position it correctly around the player in focus.
The function allows me to pass the movement value from the character to it - once I get to that point. At the moment it hands a default value of 4.
I experimented with sound effects, and created a character swap sound effect that lets you change between your party members when you press A a couple of times.
ps:
http://www.npr.org/templates/story/story.php?storyId=1306447-------
Here's my movement range(shining force diamond shape) creation mechanism in case anyone is interested, I thought it was quite compact. I suppose it could be made slightly better again, but it will work for now.
Function CreateMoveRange(mymove#)
;==============================
w=0
For mmove#=mymove# To 1 Step -1
a#=0
Repeat
tmove#=mmove-a#
PositionEntity sqs(w),(EntityX(thechar$)+a#),0,(EntityZ(thechar$)+tmove#);top and right
a#=a#+1
w=w+1
Until tmove#=1
Next
For mmove#=mymove# To 1 Step -1
a#=0
Repeat
tmove#=mmove-a#
PositionEntity sqs(w),(EntityX(thechar$)+tmove#),0,(EntityZ(thechar$)-a#);right and down
a#=a#+1
w=w+1
Until tmove#=1
Next
For mmove#=mymove# To 1 Step -1
a#=0
Repeat
tmove#=mmove-a#
PositionEntity sqs(w),(EntityX(thechar$)-a#),0,(EntityZ(thechar$)-tmove#);bottom and left
a#=a#+1
w=w+1
Until tmove#=1
Next
For mmove#=mymove# To 1 Step -1
a#=0
Repeat
tmove#=mmove-a#
PositionEntity sqs(w),(EntityX(thechar$)-tmove#),0,(EntityZ(thechar$)+a#);left and up
a#=a#+1
w=w+1
Until tmove#=1
Next
End Function
Each square within the movement area now has an array value (w) - so it can check easily against obstructions, or teammates(who you can walk through but not stand on etc).