OcRam

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Can you add another weather effect? I was thinking falling leaves for autumn?
Thank you for the message,

I have personally used MOG_Weather_EX plugin commands for these kind of effects. Can be used as auto-weather like any other plugin command.

And then some news for everyone!

Latest members to OcRam -plugin suite:

OcRam_Movement will enable diagonal and pseudo-pixel movement for you RMMZ -project! Supports all default input devices: gamepad, mouse/touch and keyboard!

OcRam_Parallels is your plugin if some events need to be called (refreshed) on scene start (after other scenes like menu/battle) OR when a variable/switch has been changed. OPTIMIZATION is way to go!

New updates 2020/10/10:

OcRam_Core v1.05
Array.remove polyfill bug fixed (Credits to @Kneeshaw )

OcRam_Passages v1.03
Compatibility patch for OcRam_Movement

OcRam_Time_System v1.04
Date format feature added (Credits to @Resurrection Games )
 

Logica

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I really enjoyed your work. Very good! Congratulations.
 

Retroverse

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That's a good idea. I'll have to see if I can get it working.
 

Kneeshaw

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Great update!
 

OcRam

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Hello!
Today new member to OcRam -plugins OcRam_Followers is introduced!

This release has some compatibility patches for our new comer, bug fixes and some new features. More detailed list below!

ps. New version of OcRam demo -project will come these days also where pixel movement and followers -plugins are introduced (with prison escape)!

OcRam_Followers - INITIAL RELEASE!
Features of this plugin:
  • Actor toggling with designated hotkey(s).
  • Enable or disable followers follow (QoL for cutscenes)!
  • Commands to (re)locate followers!
  • Apply move routes, balloons and animations to any follower!
  • Know the actor who started the event!
  • Automated party member face images via "Name" box! (\P[n] & \N[n])
  • Assign/override party formations + Save/restore formation
  • Change maximum number of battle members
  • Lost Vikings style puzzles (where you need to toggle characters)
  • Extendable even more with OcRam_Local_Coop (toggle player)!
    NOTE: Release date for Local_Coop is still open
OcRam_Core - 2020/10/25 v1.06
  • Possibility to enable D-pad on gamepads!
  • OcRam.setSelfSwitch(event, key, value);
  • New plugin parameter "Event through fix"
OcRam_Movement - 2020/10/25 v1.01
  • Compatibility patch for OcRam_Followers
  • New JS call to center character to tile
  • Center characters on "Jump" and "Gather" command
  • Endless loop in diagonal "find to" func is now fixed
OcRam_Passages - 2020/10/25 v1.04
  • 2. compatibility patch for OcRam_Movement + Followers

OcRam_Labels - 2020/10/25 v1.01
  • Won't show labels for erased events

OcRam_Lights - 2020/10/25 v1.04
  • Compatibility patch for OcRam_Followers
 

OcRam

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Release date again!

OcRam_Followers - 2020/10/28 v1.01
  • New JS call OcRam.Followers.clipMembers
  • New JS call OcRam.Followers.lockFormation
  • Fixed some bugs on save/load/game over/to title commands
  • New plugin parameter "Toggle SE"!
OcRam_Passages - 2020/10/28 v1.05
  • Fixed rare bug when $gamePlayer and 2 events with different floor levels in same tile caused stack overflow
MZ Demo -project
  • OcRam movement demonstrates new movement for MZ.
  • Followers plugin allows to create "Lost Vikings" style puzzles!
  • And a lot more! (and ofc other of my previous plugins are still there)
Prison map is my personal favorite (beware the Warden) ;p
 
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cabanas_ds

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uhh where's the game.rmmzproject file in the new MZ demo?
 

Jennavieve

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Thank you so much for sharing your awesome plugins. I tried using Community Lights first and it was way over my head, couldn't understand how to use it at all. Yours was much easier to grasp and such a smaller file too.
 

Kneeshaw

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Compatibility issue: VisuMZ_1_EventsMoveCore and VisuMZ_4_EncounterEffects. bandicam 2020-11-18 07-24-03-482.pngThe new Alerts do not work with the overheads.
 
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OcRam

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Compatibility issue: VisuMZ_1_EventsMoveCore and VisuMZ_4_EncounterEffects. View attachment 168251The new Alerts do not work with the overheads.
Thank you for the message,

All OcRam plugins are tested with all free VisuMZ plugins. VisuMZ_4_EncounterEffects seems to be paywalled...
 

Kneeshaw

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I believe they work with plugin makers in their discord!
 

OcRam

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I believe they work with plugin makers in their discord!
Yes they have discord channel, but I can't speak to mic at the evenings. I got kids and they are trying to get sleep at that time (only moment when I get 1h to do things at my PC).

And another thing is that paywalled AND obfuscated plugins makes working really hard with Visu -plugins. If they some day give all their source code for free to us other plugin devs then I can support all of them... But for now I can only support their free Core plugins.
 

poorrabbit

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Hey OcRam - love your plugins. Their compatibility with other plugins is great and the code easy to read (when figuring out what I'm doing wrong), and the features are *just* what I'm looking for. Once my current project gets a little closer to being even halfway done, I plan on buying up the lot of them

I've found an issue however. It's not the fault of your plugin, specifically, it's more about timing. I'm using the VS Events and Movement Core plugin -- which yes, is a paid plugin, and obfuscated, but I've done enough digging that I hope you can help me out.

The feature I'm using is the Event Spawner - there's an event on my map that spawns bunches of other events (in this case, gathering nodes). So, as soon as the map load, this event runs and a bunch of new events show up.

The problem I'm having is that this runs AFTER your Passages plugin does a scan of all events on the map. I added a debug line to your plugin to spit out events when it ran - and none of the new events are in it's event list. This makes sense - yours runs before the events on the map start doing anything.

This upshot is that the passability on all of these events comes out wrong and they are 100% NON-interactable. So, I did some more digging. As it happens, if I pop the menu open, and close it (even if I close it *right away*, your plugin does some work, and then all the events behave properly.

In the debugger, these four lines pop up:
Code:
OcRam_Passages (v1.05) : SAVED CURRENT LAYER CONTAINER! undefined
OcRam_Core.js:976 OcRam_Audio (v1.00) : savePluginData Game_System {_saveEnabled: true, _menuEnabled: true, _encounterEnabled: false, _formationEnabled: true, _battleCount: 0, …}
OcRam_Core.js:976 OcRam_Passages (v1.05) : Do culling? true
OcRam_Core.js:976 OcRam_Passages (v1.05) : Tileset check: 0 -VS- 0

So, what I'm thinking is this:
Which of these messages represents a rescan of the events and a reset of their passability?
Would it be possible to make that function something I can call manually?

This would also be helpful for other types of events which I plan on spawning as a result of player actions. I could just stick that function call at the event of my event spawner - it does seem to run super fast - and then: problem solved.

Again: awesome work. Let me know what you think.
 

OcRam

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Hey OcRam - love your plugins. Their compatibility with other plugins is great and the code easy to read (when figuring out what I'm doing wrong), and the features are *just* what I'm looking for. Once my current project gets a little closer to being even halfway done, I plan on buying up the lot of them

I've found an issue however. It's not the fault of your plugin, specifically, it's more about timing. I'm using the VS Events and Movement Core plugin -- which yes, is a paid plugin, and obfuscated, but I've done enough digging that I hope you can help me out.

The feature I'm using is the Event Spawner - there's an event on my map that spawns bunches of other events (in this case, gathering nodes). So, as soon as the map load, this event runs and a bunch of new events show up.

The problem I'm having is that this runs AFTER your Passages plugin does a scan of all events on the map. I added a debug line to your plugin to spit out events when it ran - and none of the new events are in it's event list. This makes sense - yours runs before the events on the map start doing anything.

This upshot is that the passability on all of these events comes out wrong and they are 100% NON-interactable. So, I did some more digging. As it happens, if I pop the menu open, and close it (even if I close it *right away*, your plugin does some work, and then all the events behave properly.

In the debugger, these four lines pop up:
Code:
OcRam_Passages (v1.05) : SAVED CURRENT LAYER CONTAINER! undefined
OcRam_Core.js:976 OcRam_Audio (v1.00) : savePluginData Game_System {_saveEnabled: true, _menuEnabled: true, _encounterEnabled: false, _formationEnabled: true, _battleCount: 0, …}
OcRam_Core.js:976 OcRam_Passages (v1.05) : Do culling? true
OcRam_Core.js:976 OcRam_Passages (v1.05) : Tileset check: 0 -VS- 0

So, what I'm thinking is this:
Which of these messages represents a rescan of the events and a reset of their passability?
Would it be possible to make that function something I can call manually?

This would also be helpful for other types of events which I plan on spawning as a result of player actions. I could just stick that function call at the event of my event spawner - it does seem to run super fast - and then: problem solved.

Again: awesome work. Let me know what you think.
Thank you for the message,

I could make initSprites(); function public so that you could call it like this: OcRam.Passages.initSprites();

I will add this to my todo list.

It is currently called only internally onMapStart.
 

poorrabbit

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That would be awesome beyond words!
 

poorrabbit

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hey OcRam,
I've run into another issue - this one, I can't find a work around for.
In this case, events that are spawned after map creation simply refuse to be lights.
I've tried:
Comments tags
add light to event plugin command(using eventid 0 to apply to this event)
add light to event by name plugin command
and finally, leaving and coming back to the map, hoping something would reset...
(since once the events are on the map, they stick)

The really weird thing is that the lightData array in the event IS populated with the correct info,
when I use the Comment Tags. But no amount of poking and prodding will get the light to show.

Just so we're clear - this isn't a case of not knowing how to use the lights - I am using them ALL OVER the place.
I love it love it love it. It's super fast and easy to use. It's just this one case where if the event is created dynamically,
the lights don't work.

Any ideas?

Keep up the stellar work.
 

OcRam

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hey OcRam,
I've run into another issue - this one, I can't find a work around for.
In this case, events that are spawned after map creation simply refuse to be lights.
I've tried:
Comments tags
add light to event plugin command(using eventid 0 to apply to this event)
add light to event by name plugin command
and finally, leaving and coming back to the map, hoping something would reset...
(since once the events are on the map, they stick)

The really weird thing is that the lightData array in the event IS populated with the correct info,
when I use the Comment Tags. But no amount of poking and prodding will get the light to show.

Just so we're clear - this isn't a case of not knowing how to use the lights - I am using them ALL OVER the place.
I love it love it love it. It's super fast and easy to use. It's just this one case where if the event is created dynamically,
the lights don't work.

Any ideas?

Keep up the stellar work.
Thank you for the message,

Which plugin you are using to create events dynamically? I'll check it out (if it's available for public download). Link to the plugin would nice too :smile:
 

Kneeshaw

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Visu Labels appear under overpass id 1606668091755.png
 

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