Ashley I hope this help.
That's... exactly the same as the RTS Movement ACEs. If you want a grid version, you should probably get rid of the "Component of motion" stuff (mixing components causes angular motion) and add some grid-specific movement settings and other griddy type things.
Move Space (Up, Down, Left, Right)
Move to Destination Cell (Closest, Exact)*
Set Destination Cell at (XY) **
Stop at Next Cell
* "Exact" can return two values: Failed and Arrived. If there is no path, the object will not move and return Failed. "Closest" can return two values: Blocked and Arrived. If there is no path, the object will move as close as possible and then return Blocked. With either option, if the object arrives at its destination it will return Arrived. Can be used for trigger conditions.
** Any XY values when used in conjunction with TBS will be converted to the closest grid cell.
Compare Direction (Up, Down, Left, Right)
Cell at XY is Open
Has (Object) in Adjacent Cell (Up, Down, Left, Right)
On Failed to find Exact path
On Arrived at Destination
On Blocked from Destination
Get current direction (Returns Up, Down, Left, Right)
Get Cell at Coordinates (XY)
Get Current Cell
Get Destination Cell (Returns XY, or current cell XY if not moving)
Of course, depending on how you want it to work, you'll probably want different ones. I'm just throwing out ideas here off the top of my head, some of these might not even work.
Also, you may want to consider some sort of Turn Based stuff as well. ACEs for handling, you know... turns