I have purchased the plugin, and in general it works well, in fact its pathfinding algorithm is infinitely superior to the one that comes by default in RPG Maker, but there are some bugs to resolve.
When an operation like KoTCPathfindToCoordinates is invoked by script or directly in a plugin itself using $gamePlayer as an argument, the operation fails (thisnpc2 fails to reference $gamePlayer). Others functions fails too.
The KoTCPathfindToNearCoordinates operation generates an infinite loop in certain cases when the tile you want to approach is not reachable, but other tiles within the specified radius are.
The plugin itself is good, it has served me well, and I can manage on my own to correct certain errors, but it would be nice if it were updated and the bugs were fixed.
I purchased this plugin hoping it'd be the solution to my problems with getting an Event to have Smart Pathfinding but currently I'm having a hard time just trying to get the plugin to work correctly.
I can't seem to get any of the plugin or script calls to work and I'm uncertain if I'm just doing something wrong. Doesn't anyone know the setup for getting an event to start pathfinding/moving? My event is just not wanting to move at all.
I keep trying to make an event chase after the player character, but it never works. I don't know if I'm just dumb or if there's something wrong with it?
I'm trying to use KoTCPathfindToTarget(1, $gamePlayer) script call in the route option of autonomous movement, with the 1 replaced with the proper eventID #, but I get "Type Error cannot read property 'x' undefined". I can't really find anything on this page about it, or if I'm using it improperly. Any idea why I'm getting the error? o.o
Does this work for NPCs at all, outside of console? I've been banging my head against this for a little while and I cannot for the life of me work out how to get the NPCs to move. Calling
KoTCPathfindToTarget(58,50); in console works fine...
But calling this in a script... nothing. NPC does not move.
What's the stupid thing I'm likely to be doing wrong?
How are NPCs supposed to be setup for using this? I've tried in a script of my own, or in an inline script. A CE and in NPC page, in route and not.
Path finding does not work, I use a command KoTCRandomPathfindToFarMapEdge(this._eventId and the event travels to some random area and half the time it gets itself stuck and then looks for another random area to travel to, never the edge of the map as a destination.
Do you know what is causing this error? I think this plugin could be modified to work with (Altimit) pixel movement as it sometimes does work, but after a few commands it will crash and show this error, using this command in an event
Edit: I was able to stop the crashes by changing every getNodeAt function to Math.round the coordinates at the node. The events only pathfind in four directions now but the game no longer crashes.
I've gotten my pathfinding working, but I'm trying to make a monster chase a player, and the monster just goes to where they were, stands around for a second or two, then pathfind again. How can I update the pathfinding more frequently, preferably while the monster is still in motion?
Is there any way to set the destination X and Y coords from 2 variables? I need to make a pathfinding script that will go to ($gameVariables.value(993), $gameVariables.value(994)) position T-T
The variables are static for the duration of the event and would not be changing until the event were to finish.
I have purchased this plugin, and it doesn't consume many resources. I had tried other plugins that, when moving events to a specific position, would cause lag and slow down the game if that position was far away or had multiple events. Another problem I had was that when the events were far away, their movement path wouldn't update. This plugin solves that. But I have a problem: if I use the script "KoTCPathfindToCoordinates" with the note "<KoTC Update>" when interacting with another event that displays a message, the event that is moving with the script stops. Another issue I have is that events using this script pass through the player or other events on the map. If I use the note "<KoTC Collision>", they don't pass through, but they stop without reaching their destination. They don't try to avoid the obstacle or stop and then continue. It would also be good if other event functions didn't execute until it reached its position. I have solved this by activating a local switch, for example, using the script "KoTCPathfindToCoordinates(2, 32, 22, "ssA", 1);" and on the event page with local switch A, adding the functions that should execute when the event is in position. But for now, it's impossible for me to use this plugin because the events stop if any text message is shown with another event, and I don't know how to make them not pass through the player and other events without stopping the movement completely. If you can help me with this, I would appreciate it.
I've got the same problem and hope for a fix, but it seems there isn't happening anything, unfortunately :( I expected this plugin to be supported since this is a paid plugin.
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How can I buy this with a card rather than PayPal?
I have purchased the plugin, and in general it works well, in fact its pathfinding algorithm is infinitely superior to the one that comes by default in RPG Maker, but there are some bugs to resolve.
When an operation like KoTCPathfindToCoordinates is invoked by script or directly in a plugin itself using $gamePlayer as an argument, the operation fails (thisnpc2 fails to reference $gamePlayer). Others functions fails too.
The KoTCPathfindToNearCoordinates operation generates an infinite loop in certain cases when the tile you want to approach is not reachable, but other tiles within the specified radius are.
The plugin itself is good, it has served me well, and I can manage on my own to correct certain errors, but it would be nice if it were updated and the bugs were fixed.
Greetings.
Has someone made a free alternative to this?
Hey are you still maintaining or responding to comments in regards to this plugin? I wanted to ask about the movement speed of NPCs.
I purchased this plugin hoping it'd be the solution to my problems with getting an Event to have Smart Pathfinding but currently I'm having a hard time just trying to get the plugin to work correctly.
I can't seem to get any of the plugin or script calls to work and I'm uncertain if I'm just doing something wrong. Doesn't anyone know the setup for getting an event to start pathfinding/moving? My event is just not wanting to move at all.
I keep trying to make an event chase after the player character, but it never works. I don't know if I'm just dumb or if there's something wrong with it?
I'm trying to use KoTCPathfindToTarget(1, $gamePlayer) script call in the route option of autonomous movement, with the 1 replaced with the proper eventID #, but I get "Type Error cannot read property 'x' undefined". I can't really find anything on this page about it, or if I'm using it improperly. Any idea why I'm getting the error? o.o
Does this work for NPCs at all, outside of console? I've been banging my head against this for a little while and I cannot for the life of me work out how to get the NPCs to move. Calling
KoTCPathfindToTarget(58,50); in console works fine...
But calling this in a script... nothing. NPC does not move.
What's the stupid thing I'm likely to be doing wrong?
How are NPCs supposed to be setup for using this? I've tried in a script of my own, or in an inline script. A CE and in NPC page, in route and not.
NPC just... doesn't move.
Path finding does not work, I use a command KoTCRandomPathfindToFarMapEdge(this._eventId and the event travels to some random area and half the time it gets itself stuck and then looks for another random area to travel to, never the edge of the map as a destination.
Do you know what is causing this error? I think this plugin could be modified to work with (Altimit) pixel movement as it sometimes does work, but after a few commands it will crash and show this error, using this command in an event
KoTCPathfindToCoordinates(1, Math.round($gamePlayer.x), Math.round($gamePlayer.y), "ssa", 1);
Edit: I was able to stop the crashes by changing every getNodeAt function to Math.round the coordinates at the node. The events only pathfind in four directions now but the game no longer crashes.
I've gotten my pathfinding working, but I'm trying to make a monster chase a player, and the monster just goes to where they were, stands around for a second or two, then pathfind again. How can I update the pathfinding more frequently, preferably while the monster is still in motion?
Is there any way to set the destination X and Y coords from 2 variables? I need to make a pathfinding script that will go to ($gameVariables.value(993), $gameVariables.value(994)) position T-T
The variables are static for the duration of the event and would not be changing until the event were to finish.
I have purchased this plugin, and it doesn't consume many resources. I had tried other plugins that, when moving events to a specific position, would cause lag and slow down the game if that position was far away or had multiple events. Another problem I had was that when the events were far away, their movement path wouldn't update. This plugin solves that. But I have a problem: if I use the script "KoTCPathfindToCoordinates" with the note "<KoTC Update>" when interacting with another event that displays a message, the event that is moving with the script stops. Another issue I have is that events using this script pass through the player or other events on the map. If I use the note "<KoTC Collision>", they don't pass through, but they stop without reaching their destination. They don't try to avoid the obstacle or stop and then continue. It would also be good if other event functions didn't execute until it reached its position. I have solved this by activating a local switch, for example, using the script "KoTCPathfindToCoordinates(2, 32, 22, "ssA", 1);" and on the event page with local switch A, adding the functions that should execute when the event is in position. But for now, it's impossible for me to use this plugin because the events stop if any text message is shown with another event, and I don't know how to make them not pass through the player and other events without stopping the movement completely. If you can help me with this, I would appreciate it.
Thank you.
I totally agree with you because I am experiencing the same problem. I hope this is fixed.
I've got the same problem and hope for a fix, but it seems there isn't happening anything, unfortunately :( I expected this plugin to be supported since this is a paid plugin.