ZankokuNoYami

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The alignment with my character is like... waaaaay off to the side when I set Yanfly's core to 1920 x 1080 and I am zoomed in. Is there anyway to fix it so that the messages are once again aligned with my character at this aspect ratio?

I am using MBS Map Zoom (but SRD Camera Core ALSO does the same thing at this ratio). When using a smaller ratio like in your demo, it works fine. Or when not zoomed in, it works fine. So the zoom + ratio seems to be the issue. I am not sure if there is any part of your plugin I can just edit to compensate (like x and y coords). Or if this has more to do with the zoom.

1622430933777.png

EDIT: I found this bit in the plugin itself
// ------------------------------------------------------------------------------
// New 'minor' text layer sprite
// ==============================================================================
var _processingMinorMessage = false; var _preCalcMinorHeight = parseInt(_messageStructs[0].FontSize) + 12;
var _preCalcNewMsgLimit = parseInt(_messageStructs[0].FontSize) + 4;
if (_preCalcNewMsgLimit > (_messageStructs[0].FadeTime - 12)) _preCalcNewMsgLimit = _messageStructs[0].FadeTime - 12;

function Minor_Message_OC() {
this.initialize.apply(this, arguments);
}

Minor_Message_OC.prototype = Object.create(Sprite.prototype);
Minor_Message_OC.prototype.constructor = Minor_Message_OC;

Minor_Message_OC.prototype.initialize = function (create_bitmap) {

Sprite.prototype.initialize.call(this);

this._maxFrames = _messageStructs[0].FadeTime || 100;
this._framesPreCalculated = this._maxFrames * 0.33;
this.x = 0; this.y = 0;

if (create_bitmap) {
this._w = Graphics.boxWidth;
this._h = Graphics.boxHeight;
this.bitmap = new Bitmap(this._w, this._h);
this._textQueue = [];
} else {
this._w = Graphics.boxWidth;
this._h = _preCalcMinorHeight;
}

};
When I play with:
this._maxFrames = _messageStructs[0].FadeTime || 100;
this._framesPreCalculated = this._maxFrames * 0.33;
this.x = 0; this.y = 0;

I can manually adjust the location with x and y here. However, I was wondering if there was a better solution that would 'glue' it to character. Like x = character.x.position ect.

Like if I decide to have different zoom levels, that means it will naturally follow suit haha.
 
Last edited:

GumboSoup

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Hi, thank you for your fantastic plugin, just what I've been looking for!
However, as I'm a bit of a newb in RPGmaker, I'm having a lot of problems just trying to get the formatting of event-called messages to work at all.
The examples given in the plugin documentation are very very sparse and I don't really know what to make of it.
Could you give us a couple of examples of what exactly I'm supposed to write in the script call window in order to produce a certain message with varied looks? And documentation does not list the parameters of the function call, or if it does it seems inconsistent to me and I can't make the heads or tails of it.

Or if anyone else using the plugin can help?

Thanks!
 

OcRam

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Hi, thank you for your fantastic plugin, just what I've been looking for!
However, as I'm a bit of a newb in RPGmaker, I'm having a lot of problems just trying to get the formatting of event-called messages to work at all.
The examples given in the plugin documentation are very very sparse and I don't really know what to make of it.
Could you give us a couple of examples of what exactly I'm supposed to write in the script call window in order to produce a certain message with varied looks? And documentation does not list the parameters of the function call, or if it does it seems inconsistent to me and I can't make the heads or tails of it.

Or if anyone else using the plugin can help?

Thanks!
Thank you for the message,

Have you downloaded OcRam demo project yet from https://ocram-codes.net

I have tried to put exemples there how to use OcRam plugins.
 

Raggon

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great plugin! just checked out your test project. is there a way to disable Ocram Messages? or Disable it in the Equip page at least? at the moment it shows up every time something is equiped or removed from an actor.
 

OcRam

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great plugin! just checked out your test project. is there a way to disable Ocram Messages? or Disable it in the Equip page at least? at the moment it shows up every time something is equiped or removed from an actor.
Hmmm... don't remember MV version, but in MZ (OcRam_Indicators) indicators can be disabled via plugin commands or JS.

And I will add new features (disable indicators while in battle and disable indicators while in menu) to the next version of OcRam_Indicators. I will give you credits for the ideas!

EDIT: ps. You can use OcRam MZ -plugins also in MV with RETRO -plugin!
 

id0

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Hello, OcRam. Can I somehow break the line in message, like:

Quest 1
---------
New objective
 

OcRam

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Hello, OcRam. Can I somehow break the line in message, like:

Quest 1
---------
New objective
Thank you for the idea!

Currently it ain't possible to break lines.
 
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bequadro

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Good morning OCRam, fantastic Plug- in indeed!!! simple to use and doesn't conflict with any plugins I use.
I have a question... I would like all my popup messages to be placed on the far left side of the screen and be able to add an almost transparent skin, is it possible to do that with your plug ins?
 

OcRam

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Thank you for the message,

Transparent skins should be ok. And there should be x-offset also, but I'm not sure if you can align them to left. (Don't currently have access to my dev environment)
 

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