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Knight of the Celestial

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A member registered Oct 16, 2021 · View creator page →

Creator of

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Hey, sorry i know its 3 years later, but it is my fault, it will work correctly now!

Hey there! I know its been years, but out of respect, thank you for your contribution, I am glad you enjoy my scripts, my computer was very weak so it was good for testing performance. xD

That is a fine idea though, I will make sure the next update has it, with a comment giving you credit for the idea.

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Hey! I appreciate your consideration, the few that have heard about my issues weren't so considerate. I don't want to push them on anyone, but feel free to over pay for a plugin off of my Itch IO and it will be just as good as a drop box donation to me.

I updated the script today, it was rushed due to limited access, but let me know if it resolved your issue!

Set the exploration radius to 0, and it should explore only one tile at a time now. And all 3 exploration modes should function correctly now.

About the map scale being not how you want it, could you be more specific? I'd be happy to try and add whatever functionality you need to get it right for your game.

Hey! I appreciate your understanding, but just know I am thinking of you, I want to make your stuff work, will test with rpg maker MZ asap so itll work with MZ3D in a future update.

I dont know if it is fixed in the 1.8 i just put up because it was a rushed update, so i put it up as an "experimental" I hope that it resolves some of your issues, and does not produce new ones.

I am sorry for the delay, been out a pc, it may have been fixed in todays update.

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I know its 2 years late, but it was added in todays update, "Exploration Radius"

Sorry for the delay, its been hectic, feel free to get back to me here and we can continue.

Hey there! I have seen your request, and I have added it in as a parameter to the plugin in the 1.8 experimental, configurable via "Exploration Radius".

I am in a difficult spot, I try not to talk about my problems, because I dont like to worry anyone, but it spills out eventually.

I don't know if I push for donations because I am sure everyone else is having a difficult time in their own way, been living day by day, walking far far about 3 years now, trying to repair a vehicle, etc, and its drained me dry, been working off of a very old pc from like 2008 long as i could but it has recently become non functional. 

I really appreciate your concern though, I've never told anyone else about this until today,

I just felt you deserved to know why a simple update is so hard for me to apply right now! Some people may think I am mean for not replying sooner, I could not leave another reply hanging.

But I fully intend to somehow get out of all this, I just don't know how I will do so in a timely manner because its gotten to the point where i can choose between car parts, part of a pc, or food.

Thank you for getting back to me in a calm manner, I understand your frustration, I didn't mean to leave you, or anyone else, hanging, I just do not like to talk about my problems, but they are currently life threatening, and they are in the way of my updates, for now. If the scripts were working for no one, I would have replied sooner, but they have been working fine for many.  So I have been considering shutting them all down and taking them off of here just because a few have had issues, but because they work for many, I chose to leave them up.

I didn't mean to respond so defensively, it has been difficult times here Just know making mz3d work has been in my sights.

About the crashes, I will make it so nobody has to manually disable the map before opening such things.

Yes that is weird that the paid is doing that and not the free. It is the first i've heard of this, just know I'll look into this first chance I get, it hurts me to keep anyone waiting here.

If you are not pushing for a refund anymore, be certain to cancel the dispute. 

And it is wrong not to reply, I am sorry about that, between lack of internet, lack of computers, and general threats, it has been very distracting around here, but your dispute notification was much easier to notice in the midst of all this since i always have to check paypal.

I do want to fix your particular issues though, I will reply this again someday soon as possible and sort this all out.

Hey, I want to help you! Just understand in RL right now I am about to be homeless so I have been a bit busy, but i am writing down what you are saying here, I can add in that functionality, and I'll investigate your length of null error first chance i get, this should work for MV3D, I will reply this again when i get access to a pc that I can script with.

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The plugin works as intended for RPG Maker MV/MZ at a base level for many individuals, so far all the cases I have contacted that it didn't work for were customizing the engine, or using incompatable plugins such as MZ3d, which is not MV3d to be clear, it is compatable with MV3d.

I never stated ANYWHERE that this map works for custom builds, heavily modified builds, or builds filled with random plugins, this is clearly stated as being for RPG Maker MV/MZ, without saying anywhere it is for a heavily customized setup.

And you clearly said below you were using a customized menu, it doesn't say anywhere on my page that I support customized menus. So I don't understand how you can aggressively go in here with a dispute when you are not using the plugin as intended, you are likely to lose it. 

You can't force developers to refund you when it doesn't work for your custom work, when they never stated anywhere that it would work on a custom setup of the likes of yours.

And the collision detection on the walls works perfect for just about everyone, so once again, its not my fault, something in your project is not properly configured.

Sorry you are having trouble,  i had to fix this stuff up in a hurry at a library. 

But thank you for your report, ill get to the bottom of this and I'll let you know once its fixed or if i need extra information. 

i see your secondary post of the log and am working on it.

Thank you for your report,  working on this particular issue,  ill let you know if i need more information.

Hello again,  i should have been more specific,  i need you to press F12 when the error occurs and send a picture of the console  error that pops up. Thank you.

Hey there, thank you for reporting the issue, I believe it is resolved in V1.41, do let me know if any other problems arise.

Ill need you to press f12 when the error happens and show me the console log of the error, it will help hunt down the problem. 

I've been unable to reproduce the issue, so you'll have to make a miniature project reproducing the error for me to look at to successfully hunt it down.

hey, if you send me a screenshot  of your error in the console  log, it will help me get to the bottom of the issue.

Hey, sorry I've been overwhelmed with RL stuff, I found a chance to update this, but had to work quickly. I've fixed the "x" error I believe, just thought I should let you know, the smoothness I'll have to get back to you on, with my mv3d experiments I suspect that its related to the size you set the mv3d world chunks to.

https://castiger.itch.io/kotc-retro-rpg-swords-icon-set

200+  32x32 icons.
For use in rogue likes or rpgs, whatever suits your game making purposes.
16 sword types with 16 different color.

Hey! That is a good idea, there isn't currently a way to do that, but in the next update I'll be certain to allow one to enable allowing a random assortment of items to be chosen for the map, as well as allowing you to configure the magnitude of the amount of items excluded.

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Sorry again for the trouble, but thanks to your project i was able to root out more than one issue, and I realized I forgot to tell in the documentation, item type, tier name, and table name have to surrounded in quotes when used in script call, updated documentation will relay this! 

And the reason it quit working completely is because the minimum level on a loot table was set to 0, I correctly limited it to level 1.
I gone over it multiple times for an hour, testing every command/ script call, and transfering maps, reloading saves, and it appears to be  working fine now in the latest version V1.07.

Here's the fixed project, i changed comments and commands to show the script calls that require quotes and where the quotations are required.

https://drive.google.com/file/d/1--bduXPzh90zNt0VvWh9yMlja6HIybLc/view

As usual, do tell me if anything else gives you trouble!

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hey again! I may need a miniproject representing these new issues, ive been unable to reproduce them and im certain  im missing something!

Thank you :)

Hello again! I believe I've resolved most the crash issues if not all of them, and possibly some other ones, as usual let me know if things give you trouble, the version is 1.06  Once again I appreciate your help in hunting down issues, I wish my testing revealed these as quickly as yours does! Hope you have a merry Christmas!

And KoTCDataPoolLootDropRoll should work now as well (:

I'll be sure to separate the discard command and the drop command in the next update.

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Excuse the typos in my instructions, limited time doesn't allow me to check up much as I'd like, here's the real instructions, and I've added the ability to make a common event run when an item is picked up, both in the map loot config and in the notes, in V1.05!

<KoTC Display Scale: SCALE> Example: 1 is 100%, 0.5 is 50%, 1.5 is 150%, 2 is 200%

<KoTC Pickup Audio: AUDIO> Name of audio without extension. Example: Damage1

<KoTC Pickup Audio Pitch: NUMBER> Pitch of audio to play.
<KoTC Pickup Audio Volume: NUMBER> Volume of audio to play. 

<KoTC Pickup Audio Pitch Variance: NUMBER>
Variance of the pitch.
Example: if this is 20, and pitch is 100, pitch will vary from 80 to 120.

<KoTC Common Event: COMMONEVENTID> ID of common event you wish to run whenever this particular item is picked up. If set to 0 or not included, is disabled.

I can do 2 and 3 too, I'll let you know when I add those features in as well. :)

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I should have all your suggestions, and everything should be fixed in V1.04, do let me know!
:) I'm glad you appreciate my hard work, i appreciate your detailed error reports, I want everyone to have the best loot system they can get.
I have resolved the flickering issue, and the issue where picture icons scaled larger than they should when picked up. I have also added the option to set a specific  display scale to on map loot in the parameters.  I also believe I've gotten the text properly offset based on the scale.

But if one wants to set the parameters such as audio or specific display scale of a Discarded item for when next picked up, use these notes.

<KoTC Display Scale: SCALE> Example: 1 is 100%, 0.5 is 50%, 1.5 is 150%, 2 is 200%
<KoTC Pickup Audio: AUDIONAME> Name of audio without extension. Example: Damage1
<KoTC Pickup Audio Pitch: NUMBER> Pitch of audio to play.
<KoTC Pickup Audio Volume: NUMBER> Volume of audio to play.
 
<KoTC Pickup Audio Pitch Variance: NUMBER>
Variance of the pitch.
Example: if this is 20, and pitch is 100, pitch will vary from 80 to 120.

Hey! Sorry about the issues, but I can see why it was crashing, should be fixed in 1.03, thanks for helping me root them out :)
I couldn't find these during testing.

I may have fixed your flickering but still haven't been able to reproduce the issue, so if its still happening let me know, if so i may need a miniproject with one map containing he issue to root it out.

You are welcome! I believe I have resolved the discard item crash issue in 1.02, give it a try and let me know what happens.
I've not been able to re create the flickering yet, but I will test more and try to figure that out!

My previous reply was for the previous message! Don't be sorry, thanks again for the error report, ill look into it!

Hello Makeratore! I am sorry you are running into trouble, but you can rest assured that it will be resolved, I've made some minor changes that could possibly resolve your issue in V1.01, let me know what happens! And thank you for the detailed error report, really helps speed things up :)

Hey there Makeratore!


It wasn't compatible but it is now, I have tested with item renaming, and discarding. When you discard an item, it will be placed on a random empty tile next to the player, if an item has a picture or picture image assigned to it, it will show that as the visual loot on the map instead. And if you are using the <Text Color: ID> it will color the name of the visual loot drop upon display appropriately.

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Hey Kaylogan!

I have not tasted with other shapes but if it is the exact same size and file name, then it should work, i will test to see though so i can help resolve any issues you are having :)


What exactly is going wrong when you attempt to use these modes?

Puctures ora little project file can help!

Thank you for reporting the issues you are having.

Hey there Dabby! I recently updated the waypoint system, as well as my map system, all support page comments now with the same format as the map notes, and update as pages update for greater control :)

Thank you for your report! Im about to update the system so its good timing, ill sort out this issue for you and post agsin once i belirve ive tracked it down :)

Good evening Dabby!

That is a good idea and itt would be possible, i will look into and let you know when its updated :)

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Hello again Oktober! 
I may be getting close to a solution, the version i uploaded last could have possibly solved it for you, but if not, you could send me your project, or send me the map that is having the issues, in a project with mz3d setup with your configuration so i can watch the events and make certain that i've tracked down the problem for you.

Discord: Castiger#0538
Castiger on the rpg maker forums
or wherever works for you.

Good afternoon Oktober! :
I am sorry that MZ3D is having issues with this, but I  still got a few days of MZ trial left to work with, we will get to the bottom of the issue until its gone!

I believe that MZ3D is changing the mathmatics of movement speed, i will look into it and get back to you asap.

Thank you for reporting the issue ^^

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.