OcRam

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Hello,

First, thanks for your work. It's great to see people share content for community.

I have some trouble to use OcRam-passages :

View attachment 234202

View attachment 234203

Player is always on top. I tried different things like : Add more region 16, change configs...
I must have missed something, but I can't find what.
Thank you for the message,

Are you using RMMZ v1.5.0? Because I'm about to release compatibility patch for it tomorrow (2022/07/10).
 

DrakenXI

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Thank you for the message,

Are you using RMMZ v1.5.0? Because I'm about to release compatibility patch for it tomorrow (2022/07/10).
Yes, I use the latest version of RMMZ.
I will wait to see if with your next release work for me. :)
 

OcRam

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Hello fellow RPG Makers!

Sorry to keep you waiting for RMMZ v1.5.0 compatibility patch (mainly in OcRam_Passages)! But now I have addressed issues between RMMZ 1.4.x and 1.5.0. There are also some other updates.

I have also updated MZ + RETROED demo projects with these plugins.

Download plugins and demo -projects from: https://ocram-codes.net/

NOTE: I HAVE NOT TESTED ALL CHANGED FEATURES WITH PREVIOUS RMMZ VERSIONS (1.4.x and below)! But all plugins loaded and I didn't notice anything strange while test played previous demo -project with these plugins.

Core v1.15
  • NEW method Game_Event.isActorInRadius()
  • NEW method OcRam.party() == $gamePlayer + followers
  • Game_Party.prototype.allBattleMembersAreDead

Battle_Core v1.05
  • <width_offset> & <height_offset> notations for battlers
  • <no_shadow> to disable battler shadow

Battle_Troops v1.02
  • OcRam.Battle_Troops.initBattleFixed and initBattleRandom JS calls for more dynamic parameter input.

Time_System v1.12 - No changes

Weather_System v1.07 - No changes

Movement v1.10
  • Same as character level + Player/Event touch now works properly without OcRam_Local_Coop (Credits to @OMGerm )
  • Also fixed state ticks on map without OcRam_Local_Coop!

Events v1.08
  • Copy event now preserves orginal name (event._orgName)

Followers v1.08
  • Fixed undefined 'faceName' bug when reviving in not full party (Credits @TrueDekay )
  • _applyToChar of undefined bug fixed when showing balloon icon for player in CE (Credits @Equinox-ThiefofHearts )
  • Also fixed "Set Movement Route" + "Show Animation" in CE

Audio v1.03 - No changes

Lights v1.13
  • isPlayerInLightRadius uses floor instead of ceil when calculating radius to get more precise results. (Credits to @David_Ribeiro )
  • New plugin parameter "Force center player light" (Credits to @SloppyJoeStudios )

Layers v1.06 - No changes

Title_Shuffler v1.02 - No changes

Title_Info v1.00 - No changes

Indicators v1.05
  • "Auto disable in menu" works again (not sure if 1.5.0 broke this, but it's now fixed)

Passages v1.15
  • Added support for RMMZ v1.5.0 + RETRO compatibility for this change. (Credits to OMGerm for report)
  • OcRam_Local_Coop (with tall sprites fix)!

NPC_Scheduler v1.04
  • After battle processing now works correctly!

Star_Tile_Fix v1.05 - No changes

Local_Coop v1.06
  • Fixed some problems with Alpha NET Multiplayer (Credits to @Blitzx101 )
  • OcRam_Passages (with tall sprites) fix

Map_Transfer v1.03
  • Since RMMZ v1.5.0 no need to wait extra frame on map transfer (caused extra flickering and is now fixed)
  • Now pre-loads event graphics from next map!

Credits v1.00 - No changes

OcRam_Misc v1.00 - No changes
 
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A bug report for Multiplayer, if you don't have any characters in your party and a player tries to join, it causes an error. Which is unfortunate because I was gonna have it add the party members when the players joined and remove them when they left. Which is feasable with how you have it, just crashing when no party members are available.
 

OcRam

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A bug report for Multiplayer, if you don't have any characters in your party and a player tries to join, it causes an error. Which is unfortunate because I was gonna have it add the party members when the players joined and remove them when they left. Which is feasable with how you have it, just crashing when no party members are available.
Thank you for the report!

I'll check this before next update.
 

OcRam

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Hello fellow RPG Makers!

I've added new utility plugin to convert RTP (humanoid and similar) character sheets into diagonal (and optionally to TALL) character sheets!

Example sheets: Click here

Interested? Take a look on this YouTube video how it works:

Local_Coop v1.07
  • Fixed several bugs when party had no actors at all. (Credits to @Equinox-ThiefofHearts )
  • Also fixed a 'locked move' bug when joined same time as any character was moved by that input device.
Download plugins from: https://ocram-codes.net
 

orphalese

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Wow OcRam, this is a real game changer. Tall sprites are a real pain and this makes it really easy. Diagonal movement obviously still requires some love to edit it later but it does like 85% of the work automatically. Congratulations!!
 

BlueToo

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I'm liking your Battle_Core plugin, and unlike Visustella's version, it appears (so far) to have full compatibility with ABS Z, which is great.

Quick question for you though, I see you have options to remove the Party Command Window (which is great), but no option to remove the Actor Command Window. Is it possible to add this in the future?

I know it sounds kind of odd to remove that window, but in my case I'd like to make a set of command windows from scratch using other plugins, and the default window is just taking up space.

Alternatively, would you know how I could just jury-rig a solution myself? I imagine there a simple plugin I could make that remove the Actor Command Window...

---------------

I tried using your hide "Battle Commands" to hide everything in the command window, and it's almost got the effect I want, except it leaves behind an annoying selection window like below:

t1.jpg

Can this be removed?
 
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pf111

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This is neat but unfortunately I'm having trouble with the bgs, it keeps playing even when the weather has stopped. Also getting an error in a deployed game that does not appear on playtest "cannot set property '_icon' of null."
 
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Pozinhofan

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This is neat but unfortunately I'm having trouble with the bgs, it keeps playing even when the weather has stopped. Also getting an error in a deployed game that does not appear on playtest "cannot set property '_icon' of null."
Me too. Same _icon error here, only when I open menus.
 

OcRam

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I'm liking your Battle_Core plugin, and unlike Visustella's version, it appears (so far) to have full compatibility with ABS Z, which is great.

Quick question for you though, I see you have options to remove the Party Command Window (which is great), but no option to remove the Actor Command Window. Is it possible to add this in the future?

I know it sounds kind of odd to remove that window, but in my case I'd like to make a set of command windows from scratch using other plugins, and the default window is just taking up space.

Alternatively, would you know how I could just jury-rig a solution myself? I imagine there a simple plugin I could make that remove the Actor Command Window...

---------------

I tried using your hide "Battle Commands" to hide everything in the command window, and it's almost got the effect I want, except it leaves behind an annoying selection window like below:

View attachment 238566

Can this be removed?
Thank you for the message,

Yes it can be removed, but then player is pretty much disabled to perform any commands. But in your case commands would be handled otherwise. So I'll try to fit this in next update.
This is neat but unfortunately I'm having trouble with the bgs, it keeps playing even when the weather has stopped. Also getting an error in a deployed game that does not appear on playtest "cannot set property '_icon' of null."

Me too. Same _icon error here, only when I open menus.
Thank you for the messages,

Please make sure all required assets are there. @pf111 About that BGS do you have latest version of all OcRam -plugins? And can you repeat that in new / OcRam demo project?
 

Pozinhofan

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Thank you for the message,

Yes it can be removed, but then player is pretty much disabled to perform any commands. But in your case commands would be handled otherwise. So I'll try to fit this in next update.



Thank you for the messages,

Please make sure all required assets are there. @pf111 About that BGS do you have latest version of all OcRam -plugins? And can you repeat that in new / OcRam demo project?
Yep... It's something related to SaveCore from VisuStella. Whenever I turn it off, it works properly.

Some icon method? idk.
 

OcRam

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Hello everyone!

Here's an example plugin "how to extend OcRam.Time_System.onDayPhase and OcRam.Weather_System.onNewWeather methods"

I will include this in future OcRam -demo projects.

Terms of use: "Do what ever you like with it" ;)

Credits to @Pozinhofan for asking this!

Create My_OcRam_Extensions.js to your plugin folder and paste code below in it:
JavaScript:
/*:
 * @target MZ
 * @plugindesc My OcRam extensions
 * @author Me/You/Anyone
 * @url https://ocram-codes.net
 * @orderAfter OcRam_Weather_System
 * @orderAfter OcRam_Time_System
 * @
 *
 * @param Rain Switch Id
 * @type switch
 * @desc Rain switch to toggle
 * @default 0
 *
 * @help
 * This plugin is an example how to extend "OcRam.Weather_System.onNewWeather"
 * and "OcRam.Time_System.onDayPhase" methods!
 *
 * Applies pretty much to any other extensions also! :)
 *
 * ----------------------------------------------------------------------------
 * Terms of Use
 * ============================================================================
 * Do what ever you like with this plugin.
 *
 * HAPPY RPG MAKING!
 */

(function (parameters) { // Let's not pollute global name space...

    // Get our rain switch id, which we can adjust in plugin manager
    const _rainSwitchId = Number(parameters["Rain Switch Id"] || 0);

    let _prevWeatherId = 0; // Previous weather id
    let _prevDayPhase = 0; // Previous day phase

    // Get weather variable id from OcRam_Weather_System
    const _weatherVarId = Number(OcRam.Weather_System.parameters["Weather Variable"]);
    if (_weatherVarId) { // Just check if this parameter is defined...
        const _OcRam_Weather_System_onNewWeather = OcRam.Weather_System.onNewWeather; // Get all previous extensions...
        OcRam.Weather_System.onNewWeather = function () {
            _OcRam_Weather_System_onNewWeather.call(this); // Important to call previously added stuff!
            const current_weather_id = Number($gameVariables.value(_weatherVarId));
            if (current_weather_id != _prevWeatherId) { // Has it actually changed?!
                if (_rainSwitchId) { // Just check if this parameter is defined...
                    if ($gameVariables.value(_weatherVarId) === -1) {
                        $gameSwitches.setValue(_rainSwitchId, true); // It's raining (RM core 'rain' weather)
                    } else {
                        $gameSwitches.setValue(_rainSwitchId, false); // It's not raining
                    } console.log($gameVariables.value(_weatherVarId)); // Just prints weather variable to console (F12 in-game)...
                } _prevWeatherId = current_weather_id; // Set previous
            }
        };
    } else { console.warn("'Weather Variable' not defined!"); }

    // Get day phase variable id from OcRam_Time_System
    const _dayPhaseVarId = Number(OcRam.Time_System.parameters["Day phase variable Id"]);
    if (_dayPhaseVarId) { // Just check if this parameter is defined...
        const _OcRam_Time_System_onDayPhase = OcRam.Time_System.onDayPhase; // Get all previous extensions...
        OcRam.Time_System.onDayPhase = function () {
            _OcRam_Time_System_onDayPhase.call(this); // Important to call previously added stuff!
            const current_day_phase = Number($gameVariables.value(_dayPhaseVarId));
            if (current_day_phase != _prevDayPhase) { // Has it actually changed?!
                switch ($gameVariables.value(_dayPhaseVarId)) { // Handle day phases
                    case 1: console.log("IT'S NIGHT"); break;
                    case 2: console.log("IT'S DAWN"); break;
                    case 3: console.log("IT'S DAY"); break;
                    case 4: console.log("IT'S EVENING"); break;
                    default: console.log("WARNING! Unknown 'Day Phase'?!"); break;
                } _prevDayPhase = current_day_phase; // Set previous
            }
        };
    } else { console.warn("'Day phase variable Id' not defined!"); }

})(PluginManager.parameters("My_OcRam_Extensions")); // Anonymous function wrap up and pass plugin parameters.
 

OMGerm

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Hello again, I seem to be encountering an issue with smooth camera compatibility while using the Passages plugin, whether it be SRD, Ignis, or Galv. When cameras are "sliding," many tiles that are marked as a specifc region will appear 1 pixel off until the edge of the map is reached, at which point the visuals will correct.

I noticed that this behavior was reported in the MV-specific thread for your plugins in May 2019, and you responded with a fix. Something may have been changed since then, or 1.5.0's new tile size changes may pose a challenge. The screen width I'm using is 960 and my tile size is 32x32. Region 21, among some others, seems to be a predominant issue. I'm happy to test, or to hear from others that may have this working (along with plugin recommendations).

Thanks!
 

OcRam

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Hello again, I seem to be encountering an issue with smooth camera compatibility while using the Passages plugin, whether it be SRD, Ignis, or Galv. When cameras are "sliding," many tiles that are marked as a specifc region will appear 1 pixel off until the edge of the map is reached, at which point the visuals will correct.

I noticed that this behavior was reported in the MV-specific thread for your plugins in May 2019, and you responded with a fix. Something may have been changed since then, or 1.5.0's new tile size changes may pose a challenge. The screen width I'm using is 960 and my tile size is 32x32. Region 21, among some others, seems to be a predominant issue. I'm happy to test, or to hear from others that may have this working (along with plugin recommendations).

Thanks!
Thank you for the report!

I managed to replicate this issue on 32 x 32 grid with smooth camera... but 48 x 48 seems to work pixel perfect (also with smooth camera)...

I'll try to get this fixed before next update (no promise, "IRL" duties...). Estimated release date for said update is 11/11/2022. I will also introduce new plugin on that date!

But anyways I have added this to my to do list. Thanks again for the report!
 

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Hello @OcRam , may I ask if your lighting plugin can generate dynamic shadows?
 

OcRam

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Hello @OcRam , may I ask if your lighting plugin can generate dynamic shadows?
Thank you for the message,

ATM there are no dynamic shadows. I have thought about making them, but time is always running out. I have only 1h per day to develop plugins OR make my own project (or play games)...

Usually I choose plugin development, but 1h is short time...
 

Dark_Ansem

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Thank you for the message,

ATM there are no dynamic shadows. I have thought about making them, but time is always running out. I have only 1h per day to develop plugins OR make my own project (or play games)...

Usually I choose plugin development, but 1h is short time...
Well I suppose I'll just have to be patient then!
 

Skurge

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Hey mate, there are some plugins here I'm very eager to test out and see if I make use of them, from my understanding for free projects there isn't a fee involved but just credits to you, but on the otherhand when it comes to commercializing you'll need to purchase a license for these correct?

As a side note i'm interested in using the time and weather system for project testing, i'm only really after a basic system that randomizes transitions of fog, light rain and heavy rain and of course clear but by using Visustella's weather effects for the presentation (i already have predefined effects on standby) what advice can you give me here?
Thanks.
 
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