KoTC Optimized Advanced Onscreen Waypoint System
A downloadable Rpg Maker Plugin
List of plugins I am releasing:
KoTC Optimized Auto Scaling Minimap Basic [Free]
KoTC Optimized Auto Scaling Minimap Advanced [Premium]
KoTC Optimized Pathfinding System [Premium]
KoTC Basic Optimized Roguelike Line of Sight [Free]
KoTC Optimized Basic Onscreen Waypoint System [Free]
KoTC Optimized Advanced Onscreen Waypoint System [Premium]
KoTC Optimized Dynamic Music System [Free]
KoTC Roguelike Visual Loot Drop System [Premium]
Advanced Video
Basic Video
Latest Feature Update Video
Allows you to show visual on screen waypoints for whatever event you wish, using colored dots and squares, for better clarity of locations of various game objects.
! Scroll to the bottom for Plugin Commands and Script Calls. !
! But the notes just below are vital for usage of the system. !
Works for page comments as well, exact same format. If page changes, and the new page has a minimap comment, it will adapt to the new pages comment setup. If the new page has no comment, the event will be removed from the minimap.
Do not use both Event Notes, and Page Comments for a single event at the same time on the same event, only one is needed per event.
If an event is erased, its waypoint will be removed.
Add to an events notes to make use of it, YOFFSET and HEIGHT are required VISIBILITYRANGE is optional, color can be a hexcode or a word refering to one.
If you don't wish to Y Offset a waypoint, set the YOFFSET to 0.
<KoTC Waypoint Picture: PICTURENAME YOFFSET VISIBILITYRANGE>
<KoTC Waypoint Dot: COLOR YOFFSET VISIBILITYRANGE>
<KoTC Waypoint Square: COLOR YOFFSET VISIBILITYRANGE>
<KoTC Waypoint Arrow: COLOR YOFFSET VISIBILITYRANGE>
<KoTC Waypoint Indicator: COLOR HEIGHT VISIBILITYRANGE>
<KoTC Waypoint Morph Picture: PICTURENAME1 PICTURENAME2 YOFFSET VISIBILITYRANGE>
<KoTC Waypoint Morph Dot: COLOR PICTURENAME YOFFSET VISIBILITYRANGE>
<KoTC Waypoint Morph Square: COLOR PICTURENAME YOFFSET VISIBILITYRANGE>
<KoTC Waypoint Morph Arrow: COLOR PICTURENAME YOFFSET VISIBILITYRANGE>
<KoTC Waypoint Morph Indicator: COLOR PICTURENAME HEIGHT VISIBILITYRANGE>
Picture Waypoint Example:
<KoTC Waypoint Picture: dwarf1 -48>
Shows dwarf1 from the pictures folder just above the screen location of the event, if it is off screen it'll hug the edge of the screen in its direction.
The -48 represents a Y Offset upward 48 pixels.
Green Dot Example:
<KoTC Waypoint Dot: green -96>
Shows a green dot just above the screen location of the event, if it is off screen it'll hug the edge of the screen in its direction. The -96 represents a Y Offset upward 96 pixels.
Red Dot Within 10 Tiles Example:
<KoTC Waypoint Dot: red 48 10>
Shows a red dot just above the screen location of the event, if it is off screen it'll hug the edge of the screen in its direction. If it is more than 10 tiles away, it will stop being visible.
The 48 represents a Y Offset downward 48 pixels.
Green Arrow Example:
<KoTC Waypoint Arrow: green 0>
Shows a green arrow just above the screen location of the event, if it is off screen it'll hug the edge of the screen in its direction.
The 0 means there is no Y OFFSET from the default.
Red Arrow Within 10 Tiles Example:
<KoTC Waypoint Arrow: red 0 10>
Shows a red arrow just above the screen location of the event, if it is off screen it'll hug the edge of the screen in its direction. If it is more than 10 tiles away, it will stop being visible.
The 0 means there is no Y OFFSET from the default.
Blue Square Example:
<KoTC Waypoint Square: blue 0>
Shows a blue square just above the screen location of the event, if it is off screen it'll hug the edge of the screen in its direction.
The 0 means there is no Y OFFSET from the default.
Purple Square Within 10 Tiles Example:
<KoTC Waypoint Square: purple 96 10>
Shows a purple square just above the screen location of the event, if it is off screen it'll hug the edge of the screen in its direction. If it is more than 10 tiles away, it will stop being visible.
The 96 represents a Y Offset downward 96 pixels.
Red Indicator Example:
<KoTC Waypoint Morph Indicator: red 48>
Shows red indicators around the event 48 pixels total in height, if it is off screen it'll shrink and hug the edge of the screen in its direction.
Waypoint Morph Example:
<KoTC Waypoint Morph Picture: Dwarf1 Dwarf2 -48>
Shows a Dwarf1 from the pictures folder just above the screen location of the event, if it is off screen it'll hug the edge of the screen in its direction and show Dwarf2 from the pictures folder instead.
The -48 represents a Y Offset upward 48 pixels.
Red Morph Dot Example:
<KoTC Waypoint Morph Dot: red Dwarf1 96>
Shows a red dot just above the screen location of the event, if it is off screen it'll hug the edge of the screen in its direction and show Dwarf1 from the pictures folder instead.
The -96 represents a Y Offset upward 96 pixels.
Blue Morph Square Example:
<KoTC Waypoint Morph Square: blue Dwarf1 -24>
*Shows a blue square just above the screen location of the event, if it is off screen it'll hug the edge of the screen in its direction and show Dwarf1 from the pictures folder instead.
The -24 represents a Y Offset upward 24 pixels.
Purple Morph Arrow Example:
<KoTC Waypoint Morph Arrow: purple Dwarf1 24>
Shows a purple arrow just above the screen location of the event, if it is off screen it'll hug the edge of the screen in its direction and show Dwarf1 from the pictures folder instead.
The 24 represents a Y Offset downward 24 pixels.
Green Morph Indicator Example:
<KoTC Waypoint Morph Indicator: green Dwarf1 48>
Shows green indicators around the event 48 pixels total in height, if it is off screen it'll hug the edge of the screen in its direction and show Dwarf1 from the pictures folder instead.
===== Plugin Commands ========================================
Plugin Command: RemoveActiveWaypoint eventid
Script Call: RemoveActiveWaypoint(eventid)
Removes the waypoint for the specified event until map change.
Plugin Command: KoTCTurnOnVisualWaypointSystem
Script Call: KoTCTurnOnVisualWaypointSystem();
Enables the Waypoint System for usage if it is currently disabled.
Plugin Command: KoTCTurnOffVisualWaypointSystem
Script Call: KoTCTurnOffVisualWaypointSystem();
Disables the Waypoint System if it is currently enabled.
Change Log:
V1.2 Allowed comments in pages to be used for far greater control over waypoint visibility.
V1.1 Allowed Custom Y Offset per waypoint.
V1 Released
Terms of Usage: Paid to use for commercial and non commercial use as long as you credit me. If you were to make a game commercially with my script id appreciate it if you messaged me about it.
Status | Released |
Category | Assets |
Author | Knight of the Celestial |
Tags | knight-of-the-celestial, kotc, onscreen, rmmv, rmmz, RPG Maker MV, RPG Maker MZ, system, waypoint |
Purchase
In order to download this Rpg Maker Plugin you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:
Development log
- V1.3 Now Supports Looping Maps!Dec 04, 2021
- V1.2 Page Comment Control over WaypointsNov 28, 2021
- V1.1 Allowed Custom YOffset, Added More CommandsNov 21, 2021
- V1 Advanced Onscreen Waypoint System Release MV/MZNov 19, 2021
Comments
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im not sure how else to message you, but im currently working on a adult game and was wondering it it would be okay to use your plugin in the game? I looked at a few minimap plugins and yours seems to be closest to what i would like style wise with the ability to reveal explored tiles
Hi I just bought this, so far so good! Seems to be what I've been looking for since forever lol. I'm wondering though, how hard would it be to change the Y offset of the waypoint sprite when it's on screen? Since I'm using tall sprites they have the dot on their face...
Im happy you like it!
What i will do is update it again tonight and allow you to set the y offset for each of the waypoints in the notes, that way it can be exactky where you need it :)
:0 Thank you so much!
Happy to help! I must thank you as well, it was a good idea, and I want my script to be just right for everyone :)
It seems to be all in working order, updated version is up!
V1.1 Allowed Custom YOffset.
Updated the documentation, make sure to read it, each waypoint requires input of the Y offset now for optimal placement within your game.
Added commands to enable or disable the waypoint system.