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.