Love your work, man. You've got some fun stuff in your plugin pile and so far each one is so lightweight on processing power, I can even use them on resource heavy mobile projects.
Thanks again for this great plugin. If you ever get around to adding anything more to it, the only thing I wished I had throughout my development was a way to script call or plugin command a check to see whether or not an event was in the player's line of sight. That'd be sick. o/
EDIT: It took some work but I figured out how to do it. Here's how I did it in case you ever want an idea for an update --- Within your KoTCRogueLikeLoSCheck() function I added $gameVariables.setValue(1, []); at the very start of the function then added $gameVariables.value(1).push([losarray[d][0], losarray[d][1]]); within the if ($KoTCRoguelikeLoSMap[losarray[d][0]] !== undefined && $KoTCRoguelikeLoSMap[losarray[d][0]][losarray[d][1]] == 0) statement.
Lastly, inside the event that I want to know whether or not it can be seen I add this script call:
Followed by a conditional branch with this script call: $gameVariables.value(2).includes($gameVariables.value(4))
If that script condition returns true, the event is in line of sight. If false, the event is in the fog.
Personally, I needed this feature to keep players from using skills and/or activating proximity triggers on events that were on the other side of a wall or behind a pillar. There's probably a better way to do it but this works for now.
1.13 is now giving me a sleep is undefined error. This is when it's run all by itself. When I run it with the Visustella MZ plugins I don't seem to get much of anything at the moment. Let me know what ya think. :)
Welp, I think I actually managed to bork my project lol. I tested your version on a fresh one and it's working fine. I think It's good to go, if I find anything else I'll let ya know. Thank you again for all the hard work on these addons, top notch!
I am glad that it is operating correctly now at least, best of luck sorting out your project though! :) You are Always welcome, And thank you for consistently reporting any problem you come across, i appreciate it!
← Return to rpg maker plugin
Comments
Log in with itch.io to leave a comment.
Hey Knight o/
Love your work, man. You've got some fun stuff in your plugin pile and so far each one is so lightweight on processing power, I can even use them on resource heavy mobile projects.
EDIT: My previous issue fixed itself.
Thanks again for the great plugins!
Thanks again for this great plugin. If you ever get around to adding anything more to it, the only thing I wished I had throughout my development was a way to script call or plugin command a check to see whether or not an event was in the player's line of sight. That'd be sick. o/
EDIT: It took some work but I figured out how to do it. Here's how I did it in case you ever want an idea for an update --- Within your KoTCRogueLikeLoSCheck() function I added $gameVariables.setValue(1, []); at the very start of the function then added $gameVariables.value(1).push([losarray[d][0], losarray[d][1]]); within the if ($KoTCRoguelikeLoSMap[losarray[d][0]] !== undefined && $KoTCRoguelikeLoSMap[losarray[d][0]][losarray[d][1]] == 0) statement.
Lastly, inside the event that I want to know whether or not it can be seen I add this script call:
$gameVariables.setValue(2, $gameVariables.value(1).toString());
ev = $gameMap.event(this.eventId());
$gameVariables.setValue(3, []);
$gameVariables.value(3).push([ev.x, ev.y]);
$gameVariables.setValue(4, $gameVariables.value(3).toString());
Followed by a conditional branch with this script call:
$gameVariables.value(2).includes($gameVariables.value(4))
If that script condition returns true, the event is in line of sight. If false, the event is in the fog.
Personally, I needed this feature to keep players from using skills and/or activating proximity triggers on events that were on the other side of a wall or behind a pillar. There's probably a better way to do it but this works for now.
I can't get the plugin to work.
I've called `KoTCRoguelikeVisionOverride(5);` in a script call, but that gave me a reference error: KoTCRoguelikeVisionOverride is not defined.
I get same Trouble.
1.13 is now giving me a sleep is undefined error. This is when it's run all by itself. When I run it with the Visustella MZ plugins I don't seem to get much of anything at the moment. Let me know what ya think. :)
Oh no!
Im sorry to hear it, this is a very strange issue, does it happen the moment the game starts, or at a particular time??
Welp, I think I actually managed to bork my project lol. I tested your version on a fresh one and it's working fine. I think It's good to go, if I find anything else I'll let ya know. Thank you again for all the hard work on these addons, top notch!
I am glad that it is operating correctly now at least, best of luck sorting out your project though! :)
You are Always welcome, And thank you for consistently reporting any problem you come across, i appreciate it!
Howdy Pardner. Plugin commands aren't enabled for scripting calls. (When you go to Advanced -> Plugin Command) The commands aren't showing up.
Fixed in V1.12, should all be in working order now, let me know if anything else gives you trouble! :)