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(2 edits)

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!

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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.

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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. 

Deleted 3 years ago

Fixed in V1.12, should all be in working order now, let me know if anything else gives you trouble! :)