OcRam

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Hmm... now it is no longer compatible with:

+++ MOG - Char Shatter Effect (v1.0) +++

By Moghunter


Causes a

TypeError
Cannot read property 'clamp' of undefined

I the shatter effect goes off while OcRam_Passages is on as well...
Strange.
Just a heads up.
Thank you for the message,

It took a look at this and I think it's OcRam_Core that conflicts with MOG_CharShatterEffect...

Needs further investigation - I'll keep you informed about this.

Edit: ...aaaand it might be related to Passages indeed ....really confused here since I actually got described error also with out Passages -plugin (never happened again though) o_O
 
Last edited:

Anthony Xue

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Thanks for your great plugin! One question, though - is there a way to get a Night Phase Common Event similar to the Day Phase CE? I'd like my parallax sky background image to change from a cloudy day picture to a starlit sky night picture as soon as night falls.
 

MasterTenchi

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Thank you for the message,

It took a look at this and I think it's OcRam_Core that conflicts with MOG_CharShatterEffect...

Needs further investigation - I'll keep you informed about this.

Edit: ...aaaand it might be related to Passages indeed ....really confused here since I actually got described error also with out Passages -plugin (never happened again though) o_O

o_O

Crazy - but none of the ones I have cause it to die unless I try Passages, but as soon as I turn that one on: POOF!
 

GmOcean

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Hi, first off wanted to say I enjoy your plugins. Namely Passages and Movements.

And now, secondly. I was wondering if you're working on adjusting follower distance with OcRam_Movements. I noticed in the plugin file itself it says "Todo". Obviously if I had the know how I'd have just messaged you a code snippet with a 'solution' so to speak. But sadly I'm dumb xD.

Was just wondering, since the followers being mushed together is the only downside to the plugin I can see. Other than that, keep up the good work. Your plugin's are very well done.
 

OcRam

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o_O

Crazy - but none of the ones I have cause it to die unless I try Passages, but as soon as I turn that one on: POOF!
Hello,

I have now updated OcRam_Passages to v1.07 which is compatible with MOG_CharShatterEffect!
 

MasterTenchi

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Wow! You Are DA MAN! I had great faith in you the entire time *orders the hit squad down*
 

MasterTenchi

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Drat:
TypeError: Cannot read property 'clamp' of undefined
at Sprite.set (js/rmmz_core.js:1929)
at Sprite_Character_OC.Sprite_Character.loadShatterData (js/plugins/MOG_CharShatterEffect.js:280)
at Sprite_Character_OC.Sprite_Character.createShatterSprites (js/plugins/MOG_CharShatterEffect.js:205)
at Sprite_Character_OC.Sprite_Character.updateShatterEffect (js/plugins/MOG_CharShatterEffect.js:147)
at Sprite_Character_OC.Sprite_Character.update (js/plugins/MOG_CharShatterEffect.js:133)
at Sprite_Character_OC.update (js/plugins/OcRam_Passages.js:209)
at Sprite.update (js/rmmz_core.js:1971)
at Sprite.<computed>.<computed> [as update] (js/plugins/VisuMZ_2_HorrorEffects.js:2298)
at Tilemap.update (js/rmmz_core.js:2304)
at Sprite.update (js/rmmz_core.js:1971)
Same Error - If you STAND Still while the Shatter Effect happens, no error.
But if you are moving while it is in effect with passages turned on you'll get the error.
 

OcRam

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Drat:
TypeError: Cannot read property 'clamp' of undefined
at Sprite.set (js/rmmz_core.js:1929)
at Sprite_Character_OC.Sprite_Character.loadShatterData (js/plugins/MOG_CharShatterEffect.js:280)
at Sprite_Character_OC.Sprite_Character.createShatterSprites (js/plugins/MOG_CharShatterEffect.js:205)
at Sprite_Character_OC.Sprite_Character.updateShatterEffect (js/plugins/MOG_CharShatterEffect.js:147)
at Sprite_Character_OC.Sprite_Character.update (js/plugins/MOG_CharShatterEffect.js:133)
at Sprite_Character_OC.update (js/plugins/OcRam_Passages.js:209)
at Sprite.update (js/rmmz_core.js:1971)
at Sprite.<computed>.<computed> [as update] (js/plugins/VisuMZ_2_HorrorEffects.js:2298)
at Tilemap.update (js/rmmz_core.js:2304)
at Sprite.update (js/rmmz_core.js:1971)
Same Error - If you STAND Still while the Shatter Effect happens, no error.
But if you are moving while it is in effect with passages turned on you'll get the error.
Thank you for the message,

Make sure MOG plugin is imported BEFORE Passages
 

MasterTenchi

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Ah - yep, that fixed it... layer order of plugins is such a pain sometimes.
 

OcRam

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Hello world!

When creating the new NPC Scheduler -plugin a lot of other OcRam -plugins had to be developed with it. This has been the most time consuming RPG Maker project for me and most certainly has been worth of that time (IMO)! Additionally OcRam_Parallels -plugin has evolved to OcRam_Events which gives you also possibility to copy/spawn and AUTOMATIZE some of your eventing!

And on top of all that - I had possiblity to test OcRam -plugins on slower computer ...and got squeezed up to ~12 MORE FPS (from ~38 to ~50 - that's ~31% smoother experience!) with ALL OcRam -plugins enabled. It was a big map with a lot of stuff (> 1000 light sources, shifting rgb, pulse, flicker, terrains etc...) / passages / dynamic sounds / events and weather effects! After disabling OcRam_Lights FPS was ~58 (no noticeable changes to that if any other OcRam -plugin was disabled). Smaller maps were steady 60 FPS after optimization (before optimization sometimes got 60).

If you are about to UPDATE plugins - remember to always BACKUP your project! Plugin parameters can be re-validated (if needed) by opening the parameter and clicking "OK" -button.
revalidate_parameter.png
This may not seem important, but all new parameters will be NULL (and MAY cause unwanted behaviour) if this is not done. This also forces RPG Maker to validate parameter input to expected format.

Another option is to RE-INSTALL whole plugin, if you don't want to "hunt" new/changed parameters (WARNING: All values will be set to default!).

If ANY OcRam -plugin is updated - Update ALL OcRam -plugins that are in use (incompatibilities may occur with older versions)!

I'm sorry for any typos here! It's been a long week and this is a big update...

But I'll try to avoid HUGE "wall of text" - so without further blaablaas - release notes are behind spoilers dear sirs and madams!

  • Some fail safing when other OcRam -plugins are turned off
  • OcRam.emptyMoveRoute(); // Returns empty moveroute
  • OcRam.isUrlAvailable(url, suc_cb, err_cb)
  • OcRam.getDirectionToCharacterFromXY(c, x, y)
  • OcRam.isInScreen(x, y) // Check if given x/y is in screen (4 tile margin) returns always true if small map (no culling).
  • Game_Actor.getCharacter() // Get character based on actor
  • $gameMap.isTilePassable(x, y) // By ANY dir
  • <no_ladders> to disable flying birds strafe on ladders + All vehicles now ignore ladders...
  • NEW region passability feature (block/allow passages)!
  • Culling is now done in core to avoid overlapped cull! Checks if map needs to be culled horz, vert or both
  • Some flags to check if events has occured in past 200ms
    • OcRam._justTransfered // Transfered to new area?
    • OcRam._justTransferedAny // Transfered to any area?
    • OcRam._justLoaded // is game just loaded
  • A LOT OF NEW CHARACTER CORE FUNCTIONS:
    • moveToXY(x, y) // Move towards given point
    • showBalloon(6, true); // "Sweat" balloon with "wait"
    • isXY(x, y); // Shortcut to check character pos
    • rangeTo(character) // Range to given character
    • eventsInRangeOf(radius) // Event array
    • frontXY/behindXY/leftXY/rightXY() // [x,y] array
    • lineOfSight(chr, dist, fos, xray) // true/false
    • eventsInLineOfSight(dist, fos, xray) // Event array
    • jumpRandomly/Towards/Away/To methods!
    • getActor() // Gets actor object from this character! Example: $gamePlayer.getActor() returns actor object controlled by player. (Events will return undefined)
    • flee(character) // Opposite to "Approach" move type...
    • isNearCharacter(character) // Is near this character?

This plugin allows you to streamline your eventing by creating event bases! Only 1 place to make changes globally! Or need to spawn events (like loot chests, projectiles etc...)? Autofill speaker name and face with emotions? And much more!

  • Day phase variable is also updated while player is indoors!
  • Fixed bug where night tint didn't occur w/o OcRam_Lights
  • Night/dawn/day/dusk switch ids for easier eventing!
  • Indoors tint parameters 4x (used with indoors auto tint) (Credits to @Moon_Haven )
  • Execute custom JS on new day phase with OcRam.Time_System.onDayPhase()!
    Code:
    const ALIAS_onDayPhase = OcRam.Time_System.onDayPhase;OcRam.Time_System.onDayPhase = function() {
        // Your code here before
        ALIAS_onDayPhase.call(this, arguments);
        // Your code here after
    };

  • Optimized weather update function!
  • Execute custom JS on new weather with OcRam.Weather_System.onNewWeather()!
    Code:
    const ALIAS_onNewWeather = OcRam.Weather_System.onNewWeather;OcRam.Weather_System.onNewWeather = function() {
        // Your code here before
        ALIAS_onNewWeather.call(this, arguments);
        // Your code here after
    };

  • Fixed event move type "Approach" to work properly if "direction fix" was "on".
  • Fixed a rare "stack overflow" bug! (caused by recursive moveStraight()) + Optimization (CPU is now happier)
  • New plugin parameter: Block non-passable goal (to block player click from non-passable areas)

  • Game_Interpreter.applyTo now resets target character properly!
  • If followers follow is disabled so is "Gather" command!
  • Max battle members UBOUND lowered to 12 from 99
  • Uses internal "actor autofill speaker data" feature ONLY if OcRam_Events -plugin is not found.
  • Game_Party is now properly saved and loaded!

Audio v1.00 - No changes made

  • WARNING: This patch may NOT be 100% backward compatible! (if JS has been used to edit light layer directly etc...)
  • playerInLightRadius is now aware of passability and it's parameter 'region_id_array' replaced by 'xray' mode!
  • Added new JS OcRam.Lights.forceDayPhase() to force dayphase autotint (Credits to @OpenTangent )
  • Optimized light refreshing methods!
    • Compositing done directly to light layer without removing/adding child + sprite on each frame!
    • Optimized lights culling + events are now culled (specially BIG maps will run MUCH smoother!)
    • Optimized terrain lights (light-ex params are stripped-off + has dedicated update method)!
  • New feature: Terrain light update type: Shared, Individual (randomized)
  • Now favors < 181 degree lights more than 181-359 degree lights (360 degrees is still default)
  • Multiple colors now accepts more than 3 colors.
  • NEW JS to ADD lights to EVENT: ev.addLight(...)
  • Indoors tint parameters 4x (used with indoors auto tint) (Credits to @Moon_Haven )

Layers v1.01 - No changes made

  • Won't show labels for transparent events.

  • Fixed a bug where there was a slight chance for "_flags" to be null (_flags can be "empty" but NOT null)
  • <higher> and <lower> notetags are now checked for EACH page individually and will override any floor level + auto-assign will ne performed IF tag not found!
  • Balloons/Animations are now shown ABOVE cover tiles!
  • "Higher level" sprites are now only created when needed and will be purged when changed to "lower level".
  • Optimized isMapPassable/checkPassage (Credits to @clitvin )
  • character.autoAssign() -method added (Credits to @clitvin )
  • All known character "flickering" issues has been fixed.
  • Optimized mapCulling method!

Ever wanted to create a town where townsfolk lives their life like going to market, pub and their job-/hangout places? But probably don't want to go out if there's storm or blizzard going on?
Also possible to do weather specific schedules -or- even RANDOM schedules!

OcRam demo -project V2 video here:

Happy RPG Making!
 

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